| Goat Master |
Welcome to the discussion thread.
ooc and away from keyboard/table comments can go here.
| Quentin Coldwater |
Not sure if this is the right place to put this, but let's discuss characters.
I'm playing a Cleric. He'll be into melee and smacking things on the head a lot. It's basically a Fighter-Cleric, but instead of feats, he gets divine magic. Let's hope it's about equally as good. I have 2 channels per day, so I'd rather use them as panic buttons than to damage any undead, especially since my DC is abysmal. I have one domain power to give someone a +1 in Diplomacy on one roll in the next hour. I won't be using that on myself, so if anyone needs some moral support, just tap me on my shoulder.
I see Woran's playing an archer Paladin. Do you have any backup weapons when ranged isn't feasible?
Kludde's playing another Cleric. Go Team Divine! From his stat writeup he seems purely a support Cleric.
Haven't heard anything from the other two. Let's hope for more frontliners. >_>
I also have about 80 GP in change, should I spend some of that on consumables like acid flasks and alchemist's fire? Having 2 XP already, I also have the PP to buy a Wand of CLW. Should I buy it, or shall we see how far we get each day without it?
| Goat Master |
perfect place for it.
8 cha, ouch. no selective channel either then, so it really is a panic button...
don't forget, Stabilize is a close range spell.
| Goat Master |
one thing i advise:
edit your profile, and in the class/level entry , put in a small stat block like the following:
Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision 60ft.)
it makes it easy to grab certain things, like at a glance telling if i hit with a monster's attack roll, or if an ability calls for a reflex save, i'll sometimes roll for you to speed up play ( if you have something that modifies it on the fly, you can apply it after the fact, just say in your next post that you want to use it ), or if everyone needs to make perception checks, initiative checks, etc. i'll just post a block of dice rolls, and put you all in init order.
| Goat Master |
will get started fri or sat once i'm sure everyone's arrived.
if you'd like, dot the gameplay thread with your character, it'll add it to the list of Players for the campiagn so i know you're "present"
Vanovar Taleishin
|
Two questions: I play a Human, so can I presume I always cast Light on my armour when I'm in dim light/darkness (unless otherwise specified)? Saves me the trouble of "What do I see?" "Nothing, it's pitch black." "I cast Light."
Similarly, if we're about to enter an obviously dangerous place, can I cast Guidance on myself (or someone else, if necessary) before we open the door? Obviously not when we know what's going to happen ("I open the door." "There's a Tarrasque on the other side." "I cast Guidance."), but again, in the interest of time.
Also totally reasonable to ask me to stop doing so if you feel like I'm cheesing it.
| Goat Master |
nah, that's fine. i'll presume those conditions, and narrate when its not possible.
Cyrixs
|
Since you mentioned missing a tab...
If you make a post in gameplay, recruitment or discussion you will get to see when someone has posted something in that one. There will be (number) next to it so you can see how many posts you've missed.
And when you have posted once in the gameplay one, it will show up in your active list (under your profile) as well so it's easier to find back (no need to keep a link to it in an email somewhere as I did the first few weeks I played on a pbp....)
| Quentin Coldwater |
From the introduction, it doesn't seem like we're able to buy/carry more stuff, is that correct? I have enough PP to buy a wand, and maybe some alchemist fire from my leftover gold. The intro seems to imply we start with our weapons and armour, regardless of what I might've bought in a previous encounter.
| Goat Master |
Naw, just describing what's given to you, and making a generalization that's flexible about your own descriptions as most all of you carry weapons and wear armor.
| Goat Master |
If you have the money or prestige, that's fine to have bought, it's in your inventory and you bought it after another scenario ? Or you're spending the gold / prestige at the start of this adventure ?
| Quentin Coldwater |
Technically haven't bought anything yet, but seems convenient to stock up on some consumables and/or a wand, but then again, this is meant as a starting adventure, so I'm fine with not being able to buy it. If it is possible, I'm okay with whatever you rule. I could've bought it beforehand, or I roleplay it as I go to Kassen's convenience store.
EDIT: Also, we seem to be with 3 people so far, and Kludde should join in at some point. Do you want to keep the party at 4, or fill it up to 6?
| Goat Master |
i'm not saying you can't, i just wanted to know, so i could mark it down on your chronicle when i prepare it at the end, if i need to put it on this one, or if you have it on a previous chronicle.
to be clear, if you want a wand going in, you can get it , if you have the gold or prestige.
Venja, sorry, went off the names in the character section for now, since i was just starting, if i miss someone else, before we get too far, they're welcome to join in for another day or so. don't know how much i'll post before this evening/tomorrow.
| Quentin Coldwater |
I'd like to buy a wand of CLW with 2 Prestige, then, to save us the pain of camping after each encounter. :P
I have 100 GP left from previous adventures (I can throw the sheets online if you want proof), so I'd like to buy 2 flasks of Alchemist's Fire, and 2 Acid Flasks, please, for a total of 60 GP (Fire for 20 gp a pop, Acid for 10 apiece). Just in case we encounter any swarms or something; I don't think we're equipped to deal with them otherwise.
| Goat Master |
i'm the GM, i demand proper respect!
its ok, my other handle was "gay master" , because whenever i try and say "game master" out loud, its what i feel like i'm saying with my accent.
Lady Rowanne of Bridgeford
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i'm the GM, i demand proper respect!
its ok, my other handle was "gay master" , because whenever i try and say "game master" out loud, its what i feel like i'm saying with my accent.
That's just because you are fabulous.
| Goat Master |
Rowanne, if you want to study the orcs and attempt to disbelieve on your turn you can as a move action. you also get an attempt if you hit one of them again or it hits you. at least you have the +4 now.
| Goat Master |
Auke will be joining, forgot to tell him we were starting =)
| Goat Master |
the smite domain power is a standard action ( b/c it doesn't say otherwise ). grick hits it on this >> rules thread stuff <<
so its fine on your turn, or to ready it, but not for a smite on an aoo.
| Goat Master |
not sure about the ferocity one, that one appears to be able to be used on any attack if i read grick's interpretation right.
apg subdomain though so useless for a core character.
| Goat Master |
yeah, if you are being covered by an image, you can command + up or down arrow on mac, cntrl + up or down arrow on a pc, to move it up or down layers, hope that helps.
| Quentin Coldwater |
It probably won't affect what we're doing right now, as it seems I don't need to jump anywhere, but I disagree with your interpretation of jumping in armour. Page 192 of the CRB says "Your speed while unarmoured is your base land speed"(emphasis mine), while the Acrobatics skill description says "Creatures with a base land speed below 30 feet receive a -4 racial penalty (...)" (p. 88, emphasis mine).
I've done a quick Google search and couldn't find any definitive answer on the matter, but I think stacking both ACP and lower movement in armour is too harsh. The reduced movement is already accounted for in the ACP, I feel.
Also, it calculates from base land speed, which is when you're unencumbered. My base land speed is 30, but my land speed is 20 because of armour. Your reasoning says that someone in fullplate gets a -10 already. Yeah, armour is heavy, but that makes it almost impossible for that person to jump a five-foot pit if he's not trained in Acrobatics (say, Clerics, Paladins, and so on).
Besides, the bonus/penalty being a racial modifier implies that encumbrance isn't related to it at all. Gnomes have short legs, therefore they can't jump as far. I'm slower in my armour, but only the mobility of my armour (my ACP) is what affect my ability to jump gaps (again, jumping asks for base land speed, not current land speed).
Feel free to disagree with me, or say that you don't want to discuss this (you're the GM, I'll abide by your rules), but I just wanted to let you know that I think you're applying some rules incorrectly.
(Trying really hard here not to sound like I'm screaming "YOU'RE WRONG, LISTEN TO ME." If I do, I apologise. >_>)
Seraphimpunk
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the links provided for reading all seem to agree that its the modified speed, and everyone seems to needlessly argue over what the definition of "base speed" vs current speed is.
one of the posts says the armor check penalty accounts for it, and a counter point shows that a dwarf in armor also gets double penalized.
you're trying to make a rules-as-written argument for a position that's grey.
you said yourself you can't find a definitive ruling online.
people just get way too hung up on "base land speed" , when its never clearly defined anywhere, and likely a carryover from 3.5. The problem with looking exclusively at the acrobatics skill entry is that it only mentions base land speed and makes no assumptions to encumbrance and armor. because its an intersection of rules, and to spell it out everywhere would be overly complicated and increase word count.
if you look at armor check penalty as the way armor inhibits your movement, and the reduced speed as something that works against you gaining good momentum to make the jump, both factor into a character in heavy armor being able to jump. Which seems more feasible to you? that a knight in full plate armor has a hard time moving around? or that he's able to perform olympic high jumps even in heavily restrictive armor?
you want: your total jump skill modifier to be -3 armor check penalty.
if you were a dwarf: your jump skill modifier would already have a -4 from being limited to 20 ft. per round.
there's no difference in my mind between an armored human moving at 20 ft. and a dwarf moving at 20 ft, with respect to jump modifier.
don't get too hung up on the term base land speed. it has't solved any of the discussions about it online. and from what i can ready, most of them seem to agree that armor check penalty and your modified speed both factor into jump checks.
Seraphimpunk
|
command undead > control undead
You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you.
so, issuing voice commands to the skeleton would be impossible, you'd have to instruct him to pick up all the keys in an area, lower him down, then haul him up like an undead lobster trap.
Omorose Mosi
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Yeah, give it a container, tell him to put all the keys in the container until we pull its rope. Lower him down and as soon as it has put the magic key in the container pull the rope. Should not take that long. Even if we do it RAW it should be about two keys a round. If there are 200 keys a d200 will tell when it gets the right key! ;-)