The City of Arch: Arch Academy (Inactive)

Game Master Doomed Hero

Central Planning


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Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

@Teral A little something that may make your life easier. All Paizo sources some may be Trasmutation but still Force based.

1st: floating disk, mage armor, magic missile, shield
2nd: cushioning bands (UM), Force Sword, Ablative Barrier
3rd: explosive runes, force punch (UM), sepia snake sigil, tiny hut, twilight knife (APG) , force hook charge, force anchor
4th: resilient sphere, emergency force sphere, forceful strike
5th: interposing hand, wall of force, telekinesis
6th: forceful hand, leashed shackles (UM), symbol of sealing (UM)
7th: deflection (APG), forcecage, grasping hand, mage's sword
8th: clenched fist, telekinetic sphere
9th: crushing hand


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That looks like a fun Sorcerer list.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Basically we signed up for the Police Academy and got dropped off in Qandahar.


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

Shit just got real.


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As a note, this doesn't mean you aren't going to the Academy. It just means you folks are doing things kinda backwards.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)
Ariela wrote:
Reminds me of the 3.5 Force Missile Mage.

It should! If we were still using 3.5 rules, he totally would be one. As things stand, he's just gonna do some wackadoo stuff with Metamagic feats.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Today, I wax verbose. Apparently Teral feels strongly about this. Who knew?

...Okay, I guess I knew, and probably DH. But still!


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I'm at a friend's wedding this weekend, so I won't be posting much. This is a good opportunity for the party to talk amongst themselves.


Male Dwarf Fighter 2 | HP 22/22 | AC 16 T 11 FF 15 | Ft +6 Rf +1 Wi +0* | Init +5 | Perc +0 l CMD 16 l

I'm sorry for the sudden notice, but I would like to leave the group. Not saying it's bad, but I've decided to purge my giant collection of pbp games to a very small number. Thank you for the game, I wish you the best of luck in the stories to follow.


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

Sorry to see you go, Golgrin! Good luck to ya sir!


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

Always sorry to see a player leave a game. Goodbye Dolgrin. May Lady luck wish you well on the dice rolls.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Sorry to see you go. Best of luck.

In character it works storywise. "I got my head cut off, now I'm the property of demons after two days with you people...@#$% this!"


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Well, Dolgrin isn't dead, so if you decide to return at any point you're always welcome.


Male Human Unchained Monk/2

hello people! Vance is now going to be a PC. I was going to be a monk for my second character(first character to be introduced soon) and since there was already and NPC monk I was told I could take over him. I look forward to playing with you all.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

I was just starting to tinker with Aligai's build, for future shenanigans, and I seem to have run into some confusion somewhere. From the Character Creation whatsit over in the Campaign Info tab of the Central Planning thread:

"Each character gets a total of 35 points to divide between Attributes and Race Points." When building Teral, I assumed that to mean that we went with standard point buy rules with 35 points, subtracting our race's Race Points from the total before we began (for instance, half-elves, with 10 RP, would be built on a 25-point attribute buy). I had sort of forgotten the character creation rules, though (and also forgot I could find them in the Central Planning thread), so I was just glancing at other people's profiles in order to reverse engineer the appropriate points, and several of us seem to have gone with a different system in some way or other - wildly differing point totals for many PCs, any way I add it up.

Either way, I seem to have managed to confuse myself for the moment. Can I get some clarification on how my upcoming Arcanist should be built, stat-wise?

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IDK about anyone else's build, but Talas's is 25 pts + 10 for the half-elf by my math-- so, in line with what you were saying.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Ariela's at 25 with 10 human. It doesn't reflect it right now because she has 4 pts Charisma drain.

edit: Actually it's 24 when everything's normal. heh, never noticed


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Who's off?


Male Human Unchained Monk/2

For Vance(human is 9 but i got rid of linguistic(1rp so 8) then 27 for AB. Then bondsman "You gain an additional five points to divide between race and attribute points"


Female Half_Elf 2

zelora(half-elf) so 10 but i got rid of multi talented(2rp) so 27 for AB point boy


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)
DM Doomed Hero wrote:
Who's off?

Lessee here (wasn't taking particular note of it last night). Presuming that my initial assumption was correct and we're supposed to go with standard attribute point buy rules after subtracting RP, then:

Ariela seemed to come out a bit under, but she's noticed now.
Eythil seems to be at a total of 36.
Vance's combination of dropping racial traits and adding bondsman definitely threw me for a loop - see below.
Talas was in line with my assumptions.

And that's everybody I bothered to look at before becoming confused.

Ariela wrote:

Ariela's at 25 with 10 human. It doesn't reflect it right now because she has 4 pts Charisma drain.

edit: Actually it's 24 when everything's normal. heh, never noticed

Ooooohhhh, Cha drain, right. That makes sense, I thought she was way further under than she is normally - although she still was under, as you noted. Also, human is only 9 RP, isn't it?

Zelora Dredrick wrote:
zelora(half-elf) so 10 but i got rid of multi talented(2rp) so 27 for AB point boy

Had no idea we could drop racial qualities as we desired to free up points. That'll make things easier for me.

Vance wrote:
For Vance(human is 9 but i got rid of linguistic(1rp so 8) then 27 for AB. Then bondsman "You gain an additional five points to divide between race and attribute points"

Makes sense to me (assuming dropping racial traits is kosher; as noted above, I didn't know that bit), except - can humans be bondsmen? I thought that was for races that couldn't interbreed. Wouldn't a human just join the house as a petitioner? Not that it has to make that much sense for a mechanical bonus, I suppose, but it seems like a good thing to check for the future.


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Teral Saevus wrote:
Zelora Dredrick wrote:
zelora(half-elf) so 10 but i got rid of multi talented(2rp) so 27 for AB point boy
Had no idea we could drop racial qualities as we desired to free up points. That'll make things easier for me.

I don't remember OKing this. I feel that allowing custom race builds opens the floodgates to a lot of problems. Let's avoid this, please.


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Teral Saevus wrote:
can humans be bondsmen? I thought that was for races that couldn't interbreed. Wouldn't a human just join the house as a petitioner? Not that it has to make that much sense for a mechanical bonus, I suppose, but it seems like a good thing to check for the future.

Humanoids (including humans) that can't breed (for whatever reason) would be Bondsmen.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

As for Eythil, I did switch out his Skilled racial trait for Silver Tongued, which is a marked Racial trait in the Humans section of the advanced Race guide and it is noted as only costing 3 racial points versus the 4 for Skilled.


Female Half_Elf 2
DM Doomed Hero wrote:
Teral Saevus wrote:
Zelora Dredrick wrote:
zelora(half-elf) so 10 but i got rid of multi talented(2rp) so 27 for AB point boy
Had no idea we could drop racial qualities as we desired to free up points. That'll make things easier for me.

I don't remember OKing this. I feel that allowing custom race builds opens the floodgates to a lot of problems. Let's avoid this, please.

apologies. I misunderstood. I will fix this.


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At this point we are going to cut the scene straight to the Academy.

The grand tour of Arch is going to continue in the Central Planning thread. The two scenes will be running concurrently.

Think of it kind of like a montage.

Please report into the Central Planning Discussion thread.


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As a reminder for those of you who haven't jumped in yet, things are happening in the Central Planning Gameplay thread.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Argh - thought I posted this morning, but apparently it got eaten. I'm gonna add a retroactive buff, if that's alright?


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Sure


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Waiting to see if Talas and Vance do something different before I throw up my action. I'll probably throw up another buff spell, but on who and where I'm standing when I do is of question.


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Looks like we're waiting to resolve some confusion regarding Talas and Vance's intended actions.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Bring it! lol


Male Human Unchained Monk/2

apologies. I was without internet for a few days and paizo wasn't really liking my phone only internet.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

Ha ha ha! Oh man, that's a really clever maneuver! I hadn't quite parced the clothesline was on the menu. Oh poor Eyrhil, he still hasn't relearned how to fight properly.


Half-elf Rogue 2 | HP 17/17 | AC 18 - T13 FF15 | F+1 R+6 W+0 (+2 vs enchantments) | Per 10 (+11 vs traps), Init +3

Lol, thanks. I figure it's funny anyway even if it winds up not working.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Hrg. Totally my bad, somehow I missed notifications for this game for a bit. Guess I lose that round. Sorry if it costs us, team!


Male Human Unchained Monk/2

No worries!


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Vance, you tore free of the web with your standard action. Then you had a move action, at 1/2 movement.

So, you can move 15 feet this round.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

So it appears that Vance might have forgotten to say anything in discussion, but he has moved on the map down and to the right.


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Thanks.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Fair warning, I'm out of town the next few days. I'll have my computer and the internet, so I may be able to post, but my free time will be coming at a serious premium, so no guarantees.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

Man I am definitely feeling like nothing other than a distracting punching bag over here, especially with how dangerous the other members of my team are.


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Ok, a little note on some rules that were discussed quite a while ago-

Talas didn't need to roll Bluff again. His action hasn't changed and the circumstances surrounding the action hasn't changed. His original roll should have remained in play until it was no longer viable because of something changing.

I'm going to let this play out exactly the way it just has because the stakes aren't super high right now. Just remember that in the future you don't need to re-roll things unless I ask you to for some reason.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

Eythil is trying to overrun past you Teral, don't know if you're armed but either getting out of the way or taking an attack of opportunity are both still open to you.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

I know the deal, but you weren't technically up in initiative yet, so I was waiting. Here we go.

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DM Doomed Hero wrote:

Ok, a little note on some rules that were discussed quite a while ago-

Talas didn't need to roll Bluff again. His action hasn't changed and the circumstances surrounding the action hasn't changed. His original roll should have remained in play until it was no longer viable because of something changing.

I'm going to let this play out exactly the way it just has because the stakes aren't super high right now. Just remember that in the future you don't need to re-roll things unless I ask you to for some reason.

Fair enough.


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

Works for me!


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

My overrun attempt did succeed, although just barely. Did take a pretty decent wack from it though.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Cool s if you peat his CMD by 5 or more he's prone.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

True, but since he smacked me for 5 damage it dropped my score to the point that I was only beating him by 1 so he's still standing.

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