Vhillish: Sam and Lannet have a plan so I think you can be in charge of the silver bolts.
Guys: after Kev goes should I use an initiative roll when the new combatant appears to see who is flat footed against who?
Would Damien and Leo and Vhillish be flatfooted against a ranged attack from the stealthed opponent in the woods? Their perception didn't beat the stealth but they know someone is there from observing Crooktooth's behavior.
current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4
DM Grimmy wrote:
I'm gonna have the bad guys go and roll kev over to top of round two.
Why are you in ER Edward is your wife ok?
Just got home, wife was admitted. she will be undergoing detox there then we are trying for a transfer to alcohol rehab followed by a behavioral health facility fro a bit.
was a rather trying experience in the ER but we survived.
Sam: When I did Lannet's attack roll with torch I let him add his dex from weapon finesse to the attack roll. I don't know if that is RAW but you can do it too. Torches seem pretty light. Don't forget -4 for improvised though. These guys have higher AC than I thought, I wasn't looking at their hybrid form stat block before. Lannet will do "aid another" next time to help you hit if you continue with this tactic of flanking with torches.
Janna: I know you described Janna stepping back before magic missile but there is no 5' step in difficult terrain, that is why you caught AoO. Sorry no redo I don't want to break the flow. Someone heal Janna.
Kev: You can reach Crooktooth if you want. I moved your token a couple spaces closer because I think you counted diagonals against your movement last turn.
Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8
From what I can tell, I think Janna moved back before casting the magic missile? A simple 5ft step would have taken her to a safe distance to cast.
I think the problem is that she just mentioned stepping back in her post. This is a good example of why it's advisable to get in the habit of officially listing your actions in posts.
I'll have Damien's post up in the morning but Janna downing Crookshank would have a big impact on my round...
Yeah I thought of that too when I re-read her post but she can't 5' step in difficult terrain anyway right? See post above, I was just leaving a note about this you must have ninja me.
But yeah, those bolded blue notes at the bottom of the post listing things in mechanics terms after the descriptive text really help me. See Damien's and Vhillish's posts for the good example. It's a big help.
current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4
DM Grimmy wrote:
Sam: When I did Lannet's attack roll with torch I let him add his dex from weapon finesse to the attack roll. I don't know if that is RAW but you can do it too. Torches seem pretty light. Don't forget -4 for improvised though. These guys have higher AC than I thought, I wasn't looking at their hybrid form stat block before. Lannet will do "aid another" next time to help you hit if you continue with this tactic of flanking with torches.
Janna: I know you described Janna stepping back before magic missile but there is no 5' step in difficult terrain, that is why you caught AoO. Sorry no redo I don't want to break the flow. Someone heal Janna.
Kev: You can reach Crooktooth if you want. I moved your token a couple spaces closer because I think you counted diagonals against your movement last turn.
looking it over if the spell failed and no 5' step she would get nailed again for moving
since that failed she would definitely not move on to get hit with a yet another attack, she would try and take Crook tooth down with another magic missile instead.
also was the attack due to casting or moving, if it was moving I still get the spell and I have an out to avoid that damage.
Windy Escape
if it was due to casting then he gets another attack when Janna moves to engage the others.
Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8
The ruling is fine but difficult terrain only applies to squares you move into, no? Janna was in the square directly above Vhillish at the start of round 14 right? Is there a reason she couldn't simply step back and to the right?
Even if she couldn't move without provoking, her post says she moved first meaning Crooktooth would still get the AoO but it wouldn't interfere with the spell.
I'm cool with simply moving forward as is due to this not being a pivotal fight but we should be aware of what went wrong.
Perhaps numbering the grid in future would help so people can list their movement in each post to avoid confusion?
Yeah she was right above Vhillish in the square with the broccoli tree. I still think you can't 5' step when you start in difficult terrain even if you end up in normal terrain but I can't for the life of me find rules text to support that. Maybe the wording of Damien's Nimble Moves feat suggests I am wrong.
Janna, take back the HP or the spell slot, your choice, but not both.
i.e. if you keep the hp that means you windy stepped.
That is how we fudge it to keep gameplay moving forward.
Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8
Yeah, it's a bit of a rules abstraction but it makes a certain kind of sense, the extra movement cost of moving into difficult terrain represents finding a stable place to stand amid the obstruction. Once you have proper footing it's not nearly as difficult to shift into an open area.
P.S. Don't worry too much DMG, the largely unbroken lines of numbers can make most people's eyes swim :P
current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4
Hello all sorry about the silence... things are still pretty crazy, especially today, but I hope that things will calm down very soon.
I really didn't want to sound whiney and such so I apologize if I did, looking through the discussion it looks like I got may spell slot back and no damage, but to make sure nothing else changes I would have still cast burning hands on the other two.
Yup correct Janna you get HP and spellslot back and still fried the other too.
My mistake on 5' step. Putting actions in blue below post like Vhillish and Damien do does help me though btw. But guys I understand if you don't do this every time, when posting from mobile or whatever. Just make an effort.
Leo, that was Lannet's damage with the torch. I applied the DR to his precision damage. Hmmm, another mistake I made isn't it? The precision damage should still have the fire type and bypass the DR?
current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4
ahhh ok, now i wonder why... oh well it wasn't very important anyway i was just testing something for some sound effects for janna but it really isn't that important.
EDIT: wait macbook air?
now that is funny... (Janna the storm maiden (air elementalist)
This is a lead-in adventure for a campaign I will be running in FGG Lost Lands setting. The adventure will proceed through a series of modules. The freedom of the players to select their challenges and direct the course of the plot will increase as the campaign progresses.
When the PC's are high enough level, the legendary Dungeon of Graves, Rappan Athuk, will certainly loom before them. However, by that time, there will also have been opportunities to become embroiled in intrigue in the City of Bard's Gate. In my experience, this is the best way to add dimension to a hack-and-slash dungeon crawl.
There will be future recruitment threads at different intervals in the campaign, so participation in this lead-in adventure is not required for those who just want to test their mettle against Rappan Athuk later (or some of the other quests and adventures along the way). However, participants in the lead-in adventures will be given preference for inclusion. Plus, there might be some treasure you won't want to miss :D.
I'm definitely interested. Anything in particular you are looking for as far as character, crunch, etc? It's been a while for me since I've gamed so a series of lead in modules sounds like it would be perfect to step back in to.
20 point buy. Dump stat as low as 7 after racial is fine. No starting stat above 18 after racial.
*CRB: Everything (Just about. I'm on the fence about crafting. There is a special exception about leadership. More on this later. There may be other things I have forgotten.)
*Base Classes: Cavalier, Inquisitor
*Featured Races: Aasimar, Tiefling, Drow
*APG: All feats, all spells.
*Ultimate Magic: All feats, all spells.
*No Ultimate Combat
*Advanced Race Guide: I don't own this book so I'm not sure.
As for archetypes, I haven't compiled a list yet. I will.
Special house rule: No traits, unless you are a fighter or a rogue. Fighters and rogues get 2 traits. I have to look over the traits but all hardcover ones should be fine.
Don't know, never saw it. I'll get on that character. Like I said, it's been a while and I've always like simplicity with a bit of flair that comes along the way. I like the story of a common person who becomes extraordinary. So character might come across as basic at fist, but I always let the story write itself so there will be big plans along the way. I don't know that I've played a rogue, but fighters are always fun and I like traits. I'll have to think about this...
Curious , why only fighters and rogues get traits?
This is a house-rule we use in my home games, to give fighters and rogues a little boost. If you look around the boards there are always threads about how to fix these two classes, this is my quick fix to keep these awesome iconic classes looking attractive.
Of course my group never played with traits to begin with so it was not a question of the other classes losing them, it was just these two classes gaining them.
For people who are used to having traits and will miss them, don't worry, I have thrown in a bonus feat instead to ease the pain.
Don't know, never saw it. I'll get on that character. Like I said, it's been a while and I've always like simplicity with a bit of flair that comes along the way. I like the story of a common person who becomes extraordinary. So character might come across as basic at fist, but I always let the story write itself so there will be big plans along the way. I don't know that I've played a rogue, but fighters are always fun and I like traits. I'll have to think about this...
That is exactly the kind of story I like as well Fyrian, and that is exactly the kind of campaign this is meant to be. This lead-in adventure is quite railroady I'm afraid, but it is very short and after that things get blown wide open for the story to write itself. Hope you stick around for the long haul.
Well, railroady is fine by me in the beginning. I don't mind following the leader. I've got a few errands to run but I'll try to get something thrown together for this afternoon. I'm feeling a basic human fighter. It's something that's easy to write a back story for and the crunch is pretty simple. How much back-story do you need/want? I'm not sure about the story you're sending us into, any intro or teasers you can post/have us look up?
Two traits is basically equivalent to a feat. So why those two classes are effectively getting a free feat is curious.
Are you allowing alternate racial abilities for the races?
I just explained this above. Those two classes are getting the equivalent of a free feat because I feel they need it.
Alternate racial abilities are from ARG, right? I don't have that book so I'm not sure. I never used them in my games before but my friend Nicos allows them in his PbP so I'm thinking about it :) I have to give them a look.
I've been interested in playing a cavalier, but would want to do a human, and in a setting where I'd have a chance to do *some* mounted combat. I don't mind leaving the horse behind for dungeons, but if it's all dungeons, that would be different.
Well, railroady is fine by me in the beginning. I don't mind following the leader. I've got a few errands to run but I'll try to get something thrown together for this afternoon. I'm feeling a basic human fighter. It's something that's easy to write a back story for and the crunch is pretty simple. How much back-story do you need/want? I'm not sure about the story you're sending us into, any intro or teasers you can post/have us look up?
I'm glad you ask. Please hold off on too much backstory until I get some setting info up for you to check out. This campaign does not take place on Golarion.
Once you have checked out the setting stuff, the backstory you come up with can be as elaborate as you like, as long as the character has his days of great heroics before him, not behind him.
There is really no minimum backstory, a few sentences to a paragraph will do. That is not to say that characterization and character development aren't important, but the key word is development. You hit the nail on the head already when you said you like to let the story write itself.
You guys sound like a great fit for this game, I'm really pleased you are popping up and posting so soon.
I've been interested in playing a cavalier, but would want to do a human, and in a setting where I'd have a chance to do *some* mounted combat. I don't mind leaving the horse behind for dungeons, but if it's all dungeons, that would be different.
My current pass at this campaign in my home game has a cavalier and he has not been frustrated. As long as you understand you will not always be able to bring your mount, I can promise you will not never be able to bring your mount.
There is a mega dungeon crawl in the distant future of this campaign, level 6-7 but we can cross that bridge when we come to it.
No need to apologize. These modules are known to be severely dangerous. I have seen other threads for PbP or description of home games running some of this material using 35-40 point buy, max HP, double WBL, etc, to mitigate the deadliness.
I prefer to just tone it down a little by making running away a viable option when PC's are in over there heads, but I am throwing in an extra feat, for everyone.
That's every class. The only boon fighters and rogues are getting relative to other classes is two traits. It's unfortunate this happens at 1st level, when the disadvantages of these classes aren't apparent yet, but what other sensible time is there to introduce traits?
I hope this little houserule isn't going to scare anyone away that would want to play otherwise but I've road tested it and I promise it isn't going to crash the campaign.
It may seem like a big deal at level 1 but compare those same characters to the rest of the party at 6,9,12,15? It's just a little leg up.
Would people have objected so much if I house-ruled that fighters get 4 skill ranks instead? Maybe that would have been better but I don't want to turn this into a debate, there are enough threads already for that :)
It's not a dramatic houserule, it's actually quite subtle after the earliest levels, please don't let it turn you away from a game you would otherwise enjoy ;)
OK cool, fnord72. Maybe an arcane trickster fits the bill?
I do use d20pfsrd all the time as a reference, but I prefer to use material from books I own because those are the ones I've actually curled up with and read thoroughly, so I feel more comfortable challenging PC's built with the material in them, and adjudicating any rules questions that come up.
It seems the alternate racial abilities from ARG have a good reputation for balance though, do they not? I am all for giving players more customization options.
As for archetypes I've never compiled a list of which ones to allow or disallow, my players have a sense of which ones will fit the vibe of my games. I'm tempted to just include all APG and UM archetypes, the only thing I'm a little worried about is that I have read some archetypes obsolete the rogue? I prefer a little niche-protection for the classic rogue.
Awesome Orelius. Halfling Cavalier sounds great, but one other poster has expressed interest in a cavalier already. I'll let you two work that out if it's an issue.
Good question. I'm comfortable green-lighting all rage powers in APG and UM, but for Sorceror bloodlines I will ask that players please pitch the specific concept they have in mind to me. There are a few that make me uneasy. Rather then make an exhaustive list, it is easier for me to consider proposals case-by-case. Thanks in advance for understanding, I have only ventured outside CRB in the last year or so.
:)
Edit: I'm looking at the bloodlines now and the only things I'm going to restrict are wildblooded and cross-blooded. If that crushes a concept you had just run it by me. Everything else from APG and UM will be fine.
No problem, I totally understand being worried about balance and theme issues as you open up the source material.
I am curious as to your reasoning with Ultimate Combat though? I'm not at all worried about it's absence ruining any of my character ideas, just intrigued by the wholesale ban.
I'm juggeling a few ideas around at the moment but a barbarian is a distinct possibility.
It's Fyrian and here's my guy with a very basic crunch with links to my sheets. As requested I'll hold back on any background until we get the details from you. I tend to get pretty carried away sometimes on my stories, but I'll let that build with the campaign. If you have any questions please let me know!
Astor Evisthan Stats:
Astor Evisthan
Human Fighter 1
NG Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 16 (1d10+6)
Fort +5, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +4 (1d3+3/×2) and
longsword +5 (1d8+3/19-20/×2) and
morningstar +4 (1d8+3/×2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 16
Feats Cleave, Power Attack, Toughness, Weapon Focus (longsword)
Traits reactionary, suspicious
Skills Climb +5, Perception +2, Sense Motive +6, Stealth +1, Survival +5
Languages Common, Elven
Other Gear Studded leather armor, Light steel shield, Longsword, Morningstar
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
I'm reviewing the Aasimar description: what is the significance of an Aasimar being of the "outsider with the native subtype" ? Does that mean that they can be dispelled (or whatever the proper term is) to another plane?
I'm pretty new to Pathfinder and am still learning the rules so I apologize if this seems like an "obvious" question.
No problem, I totally understand being worried about balance and theme issues as you open up the source material.
I am curious as to your reasoning with Ultimate Combat though? I'm not at all worried about it's absence ruining any of my character ideas, just intrigued by the wholesale ban.
I'm juggeling a few ideas around at the moment but a barbarian is a distinct possibility.
To avoid stirring up any controversy I will just say that UC is out simply because I don't own it.
It's Fyrian and here's my guy with a very basic crunch with links to my sheets. As requested I'll hold back on any background until we get the details from you. I tend to get pretty carried away sometimes on my stories, but I'll let that build with the campaign. If you have any questions please let me know!
** spoiler omitted **
** spoiler omitted **
Edit:Forgot to add the extra bonus feat, doing that now.
Edit to the edit:Everything is edited.
Looking good. I didn't mean to discourage backstory, I just didn't want you to write a novel set in Varisia only to find out this campaign is not in Golarion ;)
FYI, I have started the info upload in the campaign tab. Deities and a map will be going up next.
I'm reviewing the Aasimar description: what is the significance of an Aasimar being of the "outsider with the native subtype" ? Does that mean that they can be dispelled (or whatever the proper term is) to another plane?
I'm pretty new to Pathfinder and am still learning the rules so I apologize if this seems like an "obvious" question.
Not a bad question, I think it's easy to overlook the fact that there are some mechanical considerations to having the outsider, native subtype. From what I understand, spells like enlarge person that target "a humanoid creature" will not work on you.
But no, you can't be banished to another plane, you are native.
Anyone else feel free to chime in if this is incorrect or incomplete.
Sorry, another question...I really need to consolidate these.
Grimmy, would you be okay with using a feat to take a story feat from the Ultimate Campaign book? Those are really great for giving your PC a potentially long running character hook and excellent motivation for one's character as well.
Second question: Can I sacrifice a feat for two traits. Again, I like traits as a way to help define my character a little better. I think they do a nice job of "filling in" the character background rather than just feats which are usually just mechanical bonuses.
No need to apologize at all. Keep the questions coming.
Ok, on the first question... I have no idea what story feats are. Are they generally considered to be a fair trade for a feat? Is that how they're intended to work? I don't know. Let me get back to you.
On the second question... Additional Traits
That should do the trick.
No need to apologize at all. Keep the questions coming.
Ok, on the first question... I have no idea what story feats are. Are they generally considered to be a fair trade for a feat? Is that how they're intended to work? I don't know. Let me get back to you.
On the second question... Additional Traits
That should do the trick.
I thought that there was a feat of some kind that allowed you to take some traits but I couldn't recall exactly what it was called or where it was located. Thanks.
I'd suggest checking out the PRD link: Ultimate Campaign/Character Background then at the bottom of that page there is a link to Story Feats. Some provide little advantage at all and you are almost "wasting" a feat by taking them but, as I said previously, they provide for some really interesting character arcs. Generally, fulfilling the requirements for a story feat will take many gaming sessions and they provide a nice running story line (in the background) for your character.
Everyone, don't feel overwhelmed by the amount of info I uploaded about Bard's Gate. It's just there for those who like that sort of thing, to possibly spark some inspiration. If your eyes glaze over, don't feel you need to read it. It's a long way off yet anyway.
@Otm-Shank, Arcane Duelist sounds rad, I thought the group was shaping up to be a little on the brawny side! Barbarian is fine too though, whatever you decide.
@Logan1138, I started checking the story feats out while the paizo site was down just now, I got myself a little confused. Is it the kind of thing you could self-adjudicate for now so I don't have to familiarize myself with new rules? I know you are meticulous with the rules so I trust you.
FYI, everyone, someone should have survival trained.
Also, it won't be evident right away in this segment, but in the segments coming up, divine characters really rock.
OK guys, the deities are up under the campaign info tab.
I think none of these deities have sub-domains, and there are a couple good domains not covered by the pantheon, so if there is a deity you like and you want a sub-domain of one of that deity's domains, just run it by me.
Likewise, if you approach things from the mechanics side and there is a domain you want that doesn't seem to be covered, run it by me, we will see if we can find deity that makes sense for that domain.
This looks interesting. I am thinking a fighter or a rogue. I did not see anything on starting gold and equipment or HP.
Sorry I missed this earlier. We are looking a little heavy on fighters, although it's too soon to say for sure. Multiple fighters are ok anyway but you might have a better chance with the rogue.