Samnell's Dragonlance Campaign (Inactive)

Game Master Samnell

It's Dragonlance. And Pathfinder. Both. At the same time.
Present Map
Map of Abanasinia, aka Misspelled Ethiopia


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F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

So these bonus to prowess would be items? If I wanted to then, I could say it was my medallion of faith when I get it?


HP 27/60| Init +8| Perc +5| AC 18/T12/ FF13| Fort +5 Ref +3 Will +2

It's an enhancement bonus that doesn't seem to be tethered to any item, though there's nothing stopping you from fluffing that.


HP 70| Init: +9| Perc:+12/+14 traps/+12 surprise | AC 22/ T20/FF14/Tr 24 Uncanny Dodge Fort +5 | Ref +13 (+15 traps) | Will +3 | immune to fear | Evasion | +27 Stealth

on paper, it's a bonus that you just get like the level stat boosts at levels 4,8,12,16,and 20.
You can flavor-text it however you want, though.

think of it like the occasional boosts you get in a lot of console RPGs


Init+2 HP98 AC19 T18 FF12 CMB 24 fort +8 ref+4 will+3
Rage:
HP119 AC17 10tch 16ff fort +11 ref+4 will+5 (+5 superstition)
Skills:
Acro+8 Climb+12 Diplo +13 Intim +12 Perc +12 Ride+8 Survival +12

As an exercise I rebuilt Caitlyn with ABP and just under 5250gp of gear. She looses 1 point of AC but gains a couple of nifty minor items.

Caitlyn with ABP:
Caitlyn Wiessman
Female human barbarian (superstitious) 5 (Pathfinder RPG Advanced Player's Guide 79)
CG Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 70 (5d12+10)
Fort +7, Ref +3, Will +1; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities improved uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 lucerne hammer +10 (1d12+7) or
. . cold iron masterwork longsword +10 (1d8+4/19-20) or
. . unarmed strike +9 (1d3+4)
Ranged mwk sling +7 (1d4+4)
Special Attacks rage (14 rounds/day), rage powers (reckless abandon[APG], superstition +4)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 15, Int 14, Wis 9, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Dragon Style[UC], Improved Unarmed Strike, Power Attack, Raging Vitality[APG]
Traits axe to grind, friend in every town
Skills Acrobatics +6, Climb +9, Diplomacy +11, Intimidate +10, Perception +9, Ride +6, Survival +9
Languages Common, Dwarven, Elven
SQ fast movement, sixth sense
Combat Gear quick runner's shirt[UE]; Other Gear +1 breastplate, +1 lucerne hammer[APG], cold iron masterwork longsword, mwk sling, daredevil boots[ARG], deadeye’s spotter ring, 85 gp
--------------------
Special Abilities
--------------------
Axe to Grind +1 trait bonus on damage against foes who are threatened by only you.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs. that enemy.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Sixth Sense +1 (Ex) +1 initiative and +1 AC during surprise rounds.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Does hero lab do this?


Init+2 HP98 AC19 T18 FF12 CMB 24 fort +8 ref+4 will+3
Rage:
HP119 AC17 10tch 16ff fort +11 ref+4 will+5 (+5 superstition)
Skills:
Acro+8 Climb+12 Diplo +13 Intim +12 Perc +12 Ride+8 Survival +12

Yes if you bought the unchained data pack. I don't mind making sheets for people if they'd like.


HP 27/60| Init +8| Perc +5| AC 18/T12/ FF13| Fort +5 Ref +3 Will +2

I was going to jump for your offer, but then remembered I used a third party class archetype :(


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Could you do mine?


Gay Male Inhuman
Mariel Uth Kaldar wrote:
How would this interact with treasure found if it is better than we have?

That's all abstracted into the virtual gearing allotment. Essentially it's assumed that you loot bad guys and what you get is what you have when you gear up next level or next time you reallocate. The idea is to skip the whole loot, argue, and sell cycle.

You would still collect plot items like incriminating letters and possibly even a staff of some blue crystal. They're separate.

Mariel Uth Kaldar wrote:
So right now I would have 10500 gp give or takel(haven't bought anything but standard stuff) I could have a cloak of resistance +1 and Armor or Robes +1?

With the standard system, you have a 10,500 allowance to spend on gear. With that, you can buy anything you can afford. That includes those things.

With the bonus progression, you don't get the flat +X to whatever items. Those are built into the level-granted bonuses. You use half the normal allotment, so 5,250 for you now, on whatever else you like. So you could buy scrolls, wands, various wondrous items, basically anything except the boring +X items. That includes things that would normally be a special ability added on top of a +X thing.

For example, say you want a flaming sword. Under standard rules that's a +2 equivalent, since you must have a +1 before you add specials. With the bonus progression, you don't have to pay for the +1. You can just have a flaming sword at the cost of flaming, which is a +1 modifier. The sword costs you 2,000 gp rather than 8,000gp. You can use your weapon attunement bonus to put the +1 into it as well if you like.

Dragonofashandflame wrote:


@our illustrious GM. How does this work with our normal +1 ability boost every 4 levels?

You still get those bonuses. They stack with your eventual +X to ability bonuses.

Caitlyn Weissman wrote:
On the other hand I don't know how a Dragonlance fits into this, or an orb of dragonkind. Those are iconic things you need to find as part of the plot.

When a dragonlance shows up, it wouldn't have any +X but would have the rest of its specials. If it's meant to be a regular weapon, then you'd pay for it out of your budget. If it's special "we need it to kill this one dragon" situation then it's a plot item and wouldn't. I realize that's a fuzzy boundary, but I wouldn't make it suck for you to use an iconic thingabob. There's an obvious tension between using the cool item that you should totally use and suddenly having a massive beat stick for free, but I don't think it's unsurmountable.

The orb of dragonkind, as I recall, is largely meant for a couple of encounters. (I may be wrong on that, but I don't think so.) That's pure plot device. It operates outside the system.

Other things:

Re: Casters vs. Martials: Fight!
I'm totally fine with allowing PCs to swap the order of the physical vs. mental ability score boosts on the bonus table. I suspect they're only at different levels to begin with because they wanted to get something on each line past third. It's not like casters benefit substantially less from the boost to justify getting theirs earlier.

Flavoring the bonuses
You can define the bonuses you have IC however you would like. They could come from a medallion of faith, the fact that your sword is forged from a meteor, or even some very special frilly underthings that Lord Soth totally wasn't using anymore. Even if the bad guys search you thoroughly, you'd still have them. Maybe something in the item's "magic" hides it from hostile eyes on such occasions. Lots of ways to go and I'm not going to be a jerk and pull a toy because you made a flavor choice with it. :)

Does that resolve all concerns? I'm open to more tweaking and looking at unforeseen interactions.


Male Minotaur - Wizard 3 (T) - HP 26/26 [Temp 21/32]| AC= 12 | CMD = 14 | Init +10 |F - +4|R - +3|W - +3|Per + 2/+4 || Hero P 1 +2 Perception & Sense Notice when Kossel w/in 10'

I am using Bonus Progression in another PbP that I am a player in and it seems fine. Will re-tool Jakun with those rules when I have a moment.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

So if I wanted to run around without armor we would say right now that she has Robes of Armor +1? Right now she is using a mace but when she gets Paladine as a patron she will use his longsword, would the attunement shift or would I wait?


HP 27/60| Init +8| Perc +5| AC 18/T12/ FF13| Fort +5 Ref +3 Will +2

I believe you can switch the bonus among weapons with some time dedicated to attuning said weapon


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Are these rules in Pathfinder Unchained?


HP 27/60| Init +8| Perc +5| AC 18/T12/ FF13| Fort +5 Ref +3 Will +2

Yes, I believe so. Also, you can change your attunement once a day.

Link


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

The more I read the less I like.


Gay Male Inhuman
Mariel Uth Kaldar wrote:
So if I wanted to run around without armor we would say right now that she has Robes of Armor +1? Right now she is using a mace but when she gets Paladine as a patron she will use his longsword, would the attunement shift or would I wait?

You can switch weapon and armor attunment around once per day for each, essentially at will. So when she's inspired by Paladine, she can have her sword with the +1 right from that moment. Likewise any changes to robes/armor.


HP 27/60| Init +8| Perc +5| AC 18/T12/ FF13| Fort +5 Ref +3 Will +2

For clarification, we're all acquaintances (good friends?) and are meeting for the first time in five years?


Male Minotaur - Wizard 3 (T) - HP 26/26 [Temp 21/32]| AC= 12 | CMD = 14 | Init +10 |F - +4|R - +3|W - +3|Per + 2/+4 || Hero P 1 +2 Perception & Sense Notice when Kossel w/in 10'

Jakun is a new guy. Met Thistle while on the road and came back west with Thistle on his own agenda.


Gay Male Inhuman
Gavin Carroway wrote:
For clarification, we're all acquaintances (good friends?) and are meeting for the first time in five years?

I think everyone except Jakun is, yes. He's the weirdo. :)


HP 27/60| Init +8| Perc +5| AC 18/T12/ FF13| Fort +5 Ref +3 Will +2
Samnell wrote:
Gavin Carroway wrote:
For clarification, we're all acquaintances (good friends?) and are meeting for the first time in five years?
I think everyone except Jakun is, yes. He's the weirdo. :)

Ah, but Jakun is an old friend of Gavin's, so that'll work out nicely ;)


Male Minotaur - Wizard 3 (T) - HP 26/26 [Temp 21/32]| AC= 12 | CMD = 14 | Init +10 |F - +4|R - +3|W - +3|Per + 2/+4 || Hero P 1 +2 Perception & Sense Notice when Kossel w/in 10'
Gavin Carroway wrote:
Samnell wrote:
Gavin Carroway wrote:
For clarification, we're all acquaintances (good friends?) and are meeting for the first time in five years?
I think everyone except Jakun is, yes. He's the weirdo. :)
Ah, but Jakun is an old friend of Gavin's, so that'll work out nicely ;)

Ah yes, I had forgotten about that!


Gay Male Inhuman
Jakun Stormhoof wrote:
Gavin Carroway wrote:
Samnell wrote:
Gavin Carroway wrote:
For clarification, we're all acquaintances (good friends?) and are meeting for the first time in five years?
I think everyone except Jakun is, yes. He's the weirdo. :)
Ah, but Jakun is an old friend of Gavin's, so that'll work out nicely ;)
Ah yes, I had forgotten about that!

There we go, then. All's well.


Male Minotaur - Wizard 3 (T) - HP 26/26 [Temp 21/32]| AC= 12 | CMD = 14 | Init +10 |F - +4|R - +3|W - +3|Per + 2/+4 || Hero P 1 +2 Perception & Sense Notice when Kossel w/in 10'

Really enjoying being Raistlin even if only for a little while :-)


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Raistlin was no bovine, lol.


Male Minotaur - Wizard 3 (T) - HP 26/26 [Temp 21/32]| AC= 12 | CMD = 14 | Init +10 |F - +4|R - +3|W - +3|Per + 2/+4 || Hero P 1 +2 Perception & Sense Notice when Kossel w/in 10'
Mariel Uth Kaldar wrote:
Raistlin was no bovine, lol.

The raspy voice, cough and demands for tea are as close as I will get! :-)


Init+2 HP98 AC19 T18 FF12 CMB 24 fort +8 ref+4 will+3
Rage:
HP119 AC17 10tch 16ff fort +11 ref+4 will+5 (+5 superstition)
Skills:
Acro+8 Climb+12 Diplo +13 Intim +12 Perc +12 Ride+8 Survival +12

Caitlyn will want to say hello to her folks, at some point. She had been intending to stay the night there although maybe events will change that plan :)


Init+2 HP98 AC19 T18 FF12 CMB 24 fort +8 ref+4 will+3
Rage:
HP119 AC17 10tch 16ff fort +11 ref+4 will+5 (+5 superstition)
Skills:
Acro+8 Climb+12 Diplo +13 Intim +12 Perc +12 Ride+8 Survival +12
Mariel Uth Kaldar wrote:
Could you do mine?

I'm trying to :)

@Samnell what are the racial stats for Krynn Half-Elves? I got the impression they might be different from regular pathfinder or 3.5 half elves but I couldn't find the stats.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

They should be in the campaign setting or Races of Ansalon.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

It is called elven vision.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Elvensight
:
Krynnish elves have low-light vision and
can see twice as far as a human in starlight, moonlight,
and similar conditions of poor illumination. They
retain the ability to distinguish color and detail
under these circumstances. Elvensight also includes
darkvision up to 30 feet. Darkvision is black and white

p. 86 Races of Ansalon


Init+2 HP98 AC19 T18 FF12 CMB 24 fort +8 ref+4 will+3
Rage:
HP119 AC17 10tch 16ff fort +11 ref+4 will+5 (+5 superstition)
Skills:
Acro+8 Climb+12 Diplo +13 Intim +12 Perc +12 Ride+8 Survival +12

What racial stat modifiers do they get? In Pathfinder half elves usually get +2 to a stat, skill focus feat, elven resistances and a few other minor things.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

They would get the normal things that non DL Half-Elves do with the addition of the darkvision. I think it is a homage to infravision in 1st and 2nd edition and how elves in DL could see in the dark. This is why Laurana and Gilthanas could shoot at Sleet on the way from Ice Reach. They could see her, the humans could not.


Gay Male Inhuman
Caitlyn Weissman wrote:
Mariel Uth Kaldar wrote:
Could you do mine?

I'm trying to :)

@Samnell what are the racial stats for Krynn Half-Elves? I got the impression they might be different from regular pathfinder or 3.5 half elves but I couldn't find the stats.

The regular half-elf stats will do the job.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

We start our Thanksgiving vacation after school today. I should be on a bit more but I might have to travel, my dad might need heart surgery in Colorado.


Gay Male Inhuman
Mariel Uth Kaldar wrote:
We start our Thanksgiving vacation after school today. I should be on a bit more but I might have to travel, my dad might need heart surgery in Colorado.

That sucks. Hope he's ok.


HP 70| Init: +9| Perc:+12/+14 traps/+12 surprise | AC 22/ T20/FF14/Tr 24 Uncanny Dodge Fort +5 | Ref +13 (+15 traps) | Will +3 | immune to fear | Evasion | +27 Stealth

hey, i'm heading off island until Sunday for Thanksgiving. I'll have my phone so I can do posts, but they'll be spotty at best. Feel free to bot me until then.


Init+2 HP98 AC19 T18 FF12 CMB 24 fort +8 ref+4 will+3
Rage:
HP119 AC17 10tch 16ff fort +11 ref+4 will+5 (+5 superstition)
Skills:
Acro+8 Climb+12 Diplo +13 Intim +12 Perc +12 Ride+8 Survival +12

Go to say this is sending me on a trip down memory lane. I'd totally forgotten about Fewmaster Toade! An oh if that isn't good old Fizban...


Init+2 HP98 AC19 T18 FF12 CMB 24 fort +8 ref+4 will+3
Rage:
HP119 AC17 10tch 16ff fort +11 ref+4 will+5 (+5 superstition)
Skills:
Acro+8 Climb+12 Diplo +13 Intim +12 Perc +12 Ride+8 Survival +12

There is an interesting discussion about ABP going on right now with the devs answering questions. Worth a read.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Where?


Gay Male Inhuman
Mariel Uth Kaldar wrote:
Where?

Here. They discuss a blog post here, which I've yet to look over.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Looks like bypass before the New Year.


Init+2 HP98 AC19 T18 FF12 CMB 24 fort +8 ref+4 will+3
Rage:
HP119 AC17 10tch 16ff fort +11 ref+4 will+5 (+5 superstition)
Skills:
Acro+8 Climb+12 Diplo +13 Intim +12 Perc +12 Ride+8 Survival +12
Mariel Uth Kaldar wrote:
Looks like bypass before the New Year.

A scary thing. My father in law had a quadruple heart-bypass a couple of years ago. Recovery took a while but he's been in much better health ever since.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

The procedure from what I hear is much easier now.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

I didnt allocate all of my character creation points it seems. I will do so tomorrow. I have like 3 I didnt use.


Male Minotaur - Wizard 3 (T) - HP 26/26 [Temp 21/32]| AC= 12 | CMD = 14 | Init +10 |F - +4|R - +3|W - +3|Per + 2/+4 || Hero P 1 +2 Perception & Sense Notice when Kossel w/in 10'

Awesome Mariel a half elf HAD to deliver that line or it would not have felt right! :-)


Male Minotaur - Wizard 3 (T) - HP 26/26 [Temp 21/32]| AC= 12 | CMD = 14 | Init +10 |F - +4|R - +3|W - +3|Per + 2/+4 || Hero P 1 +2 Perception & Sense Notice when Kossel w/in 10'

We should assume the Slayer is with is right? I know the player is away at the moment...


Gay Male Inhuman
Jakun Stormhoof wrote:
We should assume the Slayer is with is right? I know the player is away at the moment...

Yes. Taina is around IC, if quiet.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Added the points to CHA:


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep
Jakun Stormhoof wrote:
Awesome Mariel a half elf HAD to deliver that line or it would not have felt right! :-)

I agree. It was too perfect!


Male Minotaur - Wizard 3 (T) - HP 26/26 [Temp 21/32]| AC= 12 | CMD = 14 | Init +10 |F - +4|R - +3|W - +3|Per + 2/+4 || Hero P 1 +2 Perception & Sense Notice when Kossel w/in 10'

Mariel, Jakun, and I assume Thistle hustle Goldman out of there. Two of us disagree about where to go, I guess Thistle should be the tie breaker?

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