The Golden Pegasus

Game Master Sai Ling

Player's Map

Cueta's Resource Tracking Spreadsheet


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LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Goodbye Gair! Istiel will hold down the fort. From a tree. With her bow.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

loading the canoe with goods and tow it behind one of the boats is a possibility.


male Dwarf barbarian 3
Ben Sandlock wrote:
loading the canoe with goods and tow it behind one of the boats is a possibility.

The "current" plan is to send the big boats back with the goods and several people. The rest of us scout the Kuru village then use the canoe to get back.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Yup. I foresee Walton, Sai, Vallen, and Edmund going back while everyone else scouts and goes overland.Still need to ask Edmund if he'll go back with the boats though.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I would rather send a 5th with the boats, just on case they run into trouble. Walton and Sai aren't really warriors.

We don't technically need the canoe to get back, we've already proved it's feasible to signal Newspring from the other side of the bay and have then row out to pick us up.

We'll need Nerk to tell us how much towing the laden canoe would slow the longboats down though?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I'd like to see us take the canoe back via the coast (depending on how things go with the sharkteeth). We can drop off the statues and the sharkteeth heads on the beach we camped at near the bugbears. I'd rather not ask the NPCs (and Vallen) to tackle that. Edmund (if he goes) is quick to pick a fight and no one else probably has much in the way of dip or linguistics.

Alternatively, Cueta could head back via the coast with the NPCs and some more goods and you guys could hoof it home, if a good argument for doing so is presented to her.


Indubitably Never 3d6

Towing would probably turn a 3 day trip into a 4 day trip.

And you do have someone along with pretty good linguistics and diplomacy, but I'm not telling who.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Hm, that seems do-able provided we don't see any canoes today.

What do you guys think? Out scouting team doesn't really need the canoe and it would actually be faster for us to get back without it. With 5 additional spots the canoe could take 7 more goods back and we'll have enough spare space between the three boats to throw in an 8th extra. Do we like this plan?


Indubitably Never 3d6

Vallen: I appreciate that you have excellent IC reasons for wanting to go back to Newspring. So if you want to split the party, that's fine, but you'll be sitting out everything that comes on their scouting expedition, and completely invalidating the whole reason for giving everyone secondary characters in the first place. If, on the other hand, you found a good IC reason for Vallen to change his mind and go with the scouts, then the party would stick together, and the GM would continue feel like giving everyone secondary characters was a solution to a problem, and not a magnification of it.

Food for thought.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Also just a heads up but I will likely be unavailable all of tomorrow as it's Victoria Day up here in Canada and I'm going to be super busy.

Gair will do his part to bring the supplies down and keep watch tonight.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'm fine sticking with the rest of the party for the scouting mission, but I feel it's a group decision. The reason I was going back to Newspring (other than in character reasons) was to make sure our boating npcs and goods made it back in one piece. I was going to handle the bugbear statue and such as well so the ground team could make a straight trip back.

Honestly I'll do either- it's up to the rest of the party. I don't mind sitting out the scouting trip and ensuring our boats make it back or making up a reason to go with the scouts.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

As much sense as it would make for Vallen to head back with the boats, Nerk makes a good point. For the sake keeping things interesting for everyone it's probably best that you come with us. That means we need 3 NPC's to go back then. Hopefully we'll get some volunteers.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

We can go ahead and say I'm going with the scouting party then unless Cueta, Ben, and Kal'tos would like otherwise.


male Dwarf barbarian 3

I think you should stay with us Vallen


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Yes, Vallen - one of us! One of us!


Indubitably Never 3d6

That really makes it so much easier. Thanks Vallen.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

New Neighbors hooray. Hopefully these ones are better than the last ones we found.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

No problem Nerk!

Now I wish I had prepared comprehend languages or know the enemy. Ah well if they're friendly it can be done tomorrow. If they're not friendly it won't matter. If they're indifferent and we inevitably piss them off with s++@ diplomacy rolls we'll never know.


male Dwarf barbarian 3

Head back, grab the others or should Kal'Tos step out and let the power of Abadar compel them to return to their proper state?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I was thinking we should grab the others, or send someone (Jaysin?) back to grab them while we keep watch on things.

Not what I expected at all!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Then, with two clerics we can return them to their proper states hopefully in short order.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Not expecting them to rise either. Either someone rised them or it was the nature of the experience that caused them to rise. I find it strange they are stacking the corpses- either they are undead with a purpose or someone is making them clean up.

I hope the kids aren't in trouble and this pseudodragon is acting as Lassie.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
I hope the kids aren't in trouble and this pseudodragon is acting as Lassie.

It is certainly trying to tell Istiel something. Good luck!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

And I'm back, looks like there is a lot to catch up on!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Damn psudodragons, why can't they just learn to speak english! ...er, I mean common :P

The zombies are certainly an interesting development. We should approach them carefully, there's a slim chance they might not be hostile. If they are though we should be able to set up and draw them to us. Zombies are easy if you can keep them from charging.


male Dwarf barbarian 3

If they are standard zombies, Vallen and I channeling should badly weaken if not kill them.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Depending on how many zombies there are, I have a tentative plan. Kal'tos and Vallen take up positions 60' from each other, the rest of the group leads the zombies down a path. When the zombies are between Kal'tos and Vallen they move up a bit and activate overlapping fields of channeling, multiple times if need be. That should crisp them nicely.

If they're not hostile, Vallen and Kal'tos will have an easier time of setting up and performing overlapping fields of channeling while everyone else cuts them to undead jerky.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

If there are only a few here, I'd hold off on the channeling unless we really need it. A half-dozen zombies aren't that much of a threat if handled correctly but there may well be a lot worse in the undead department further down the path.

Not to mention, zombies suck for channeling...the one thing they have is lots of HP :(

I say we move into the forest and then get their attention. The trees and brush will foul any charges and we can hack them down without too much risk. Provided they actually attack us on sight that is.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I didn't know about zombies being able to move and attack if they charge- I thought they were always staggered. My apologies Gair, your plan was in the right to get them in the underbrush to prevent charging. Though our holy men still would have rushed in beside Bern to fulfill their perceived duties regardless.

On the subject of the pseudodragon, where the hell is it going? Either it's leading her back to their nests to try and communicate, trying to show Istiel some danger that is a threat to Newspring, or it's just screwing around.

I'm wondering if it's taking her to where the blight is at? Hopefully it's just a natural alkaline swamp and not some spreading phenomenon.


male Dwarf barbarian 3

As long as it isn't planning on eating or sacrificing Istiel.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Nice shot Ceuta!

Well of course you'll do your part when it comes to it, we just could have met them on better terms. I guess next time you'll just have to trust in the tactical wisdom of northern savages :P

Still, I seem to be rolling well enough to keep things from getting too bad :D

For the Pseudodragon, I'd say their's equal chance of something important and it just messing around, they're damn near as bad as fey in that regard.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Well I think Vallen learned his lesson now that he got knocked in the head. Come to think of it, he's only been attacked twice, ever, and both times were critical hits.

If you keep this up Nerk is going to increase the CR of our encounters so you don't take out a creature every time you roll the dice :p Though then you'll just make a diplomacy roll and talk your way out of it. I imagine Nerk cackling and designing a homebrew monster specifically designed to kill fast-talking strong-armed Kellid rangers.

Special power: Backtalk- Every time a diplomacy roll is made to adjust the mood of this monster, increase its hit dice, base damage, and AC by 1.

Alternatively, can I just strap Gair to Vallen's shield?

The pseudodragon better not be messing around or Hassan is going to pop a blood vessel when Istiel gets back.


A Big dude with a Greataxe tends to mess things up when he hits.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:

Nice shot Ceuta!

I'm hoping it is my first hit (when I haven't been botted anyway - Nerk has rolled just fine for me in combat). I'd feel worse about it if I haven't been aces on a lot of skill checks so far, and you're cleaning up the front lines anyway, so my sub-10 rolls haven't hurt us yet.

I did want to ask everyone's advice about next level. I'm currently a pretty middling fighter. I could take a combat feat like weapon spec (flail) to increase my effectiveness in combat, or pump my skills further with skilled, skill focus, or persuasive. What would you all like to see - me participate better in a fight or be better with the skill checks?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:

The pseudodragon better not be messing around or Hassan is going to pop a blood vessel when Istiel gets back.

Ha! I had the same thought. He's gonna blow a gasket!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:
As long as it isn't planning on eating or sacrificing Istiel.

Oh yeah, we're taking it for granted that these dragons are nice. Istiel's may find herself in the stew pot ;)


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'm in the same boat Cueta, Vallen isn't much of a fighter. My saving grace is Acid Dart, which is a ranged touch attack thankfully. There are min-maxers out there that would probably have a seizure at my idea of a skill-based cleric, but I'm doing it anyway.


male Dwarf barbarian 3
Vallen Silverclasp wrote:
I'm in the same boat Cueta, Vallen isn't much of a fighter. My saving grace is Acid Dart, which is a ranged touch attack thankfully. There are min-maxers out there that would probably have a seizure at my idea of a skill-based cleric, but I'm doing it anyway.

A skill based cleric is perfect for this campaign. And compliments my more face smashing cleric very well.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Exactly, Vallen is a perfect compliment to Kal'Tos' no nonsense approach to things. Have you considered summoning though? It's a solid way for less combat focused clerics to pull their weight without too much trouble.

As for you Ceuta, I'd say it's really up to you. You're going to be getting a bonus combat feat next level regardless so you'll be gaining some extra traction. That said, considering you use a reach weapon, you could consider combat reflexes? If you work on using positioning to your advantage, a reach weapon is a huge boon. Especially at the lower levels where this campaign lives :)

Personally, I'm considering seeing if Horn'Tos will make me a bardiche or maybe a lucern hammer when we get back to Newspring.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I was originally designing for this campaign a dwarf diviner. Since dwarves don't get the + to int, I was going to contribute in combat a lot via summoning. It is a little rough at lower levels (1 & 2 I'd say) because the durations are so short, but I agree that it is a great way to contribute in combat for non-martially inclined characters.

Gair, thanks for the advice - I haven't played a martial character in a long time. I have thought about combat reflexes and/or combat expertise + imroved trip/disarm/dirty trick, but that is awfully feat intensive. But it would be fun and give me lots of options in combat...

Or I can keep pumping my skills. Too many decisions!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Also, it can't happen this fight obviously, but I want to see a Gair greataxe crit!


Indubitably Never 3d6

Don't ignore Combat Patrol. Fiercely fun with a reach weapon.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Hmm. I didn't even think about combat patrol. That does look like a lot of fun. DM Nerk, do you plan on continuing to use the tactical battle map on the spreadsheet for combats?


male Dwarf barbarian 3

I really like using the Google docs, spreadsheet for that, it is a simple but effective way of dealing with combat. And since players can move themselves on the map, it reduces miscommunication issues.


Indubitably Never 3d6

Now that we have a system that doesn't hurt my brain, I don't see why not.

Also, please be patient. I'm in difficult terrain these days. Repeat questions or PM me if I've ignored something several times.

zombie wrote:
Zombies have poor reflexes and can only perform a single move action or standard action each round (it has the staggered condition.) A zombie can move up to its speed and attack in the same round as a charge action.

Combat patrol is less awesome in P6, since it only extends your threatened area by 1 square per 5 BAB. I knew there was a downside to it. Still, my polearm fighter uses it to devastating effect.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Roll a d20 for a life acrobatics check, Nerk! Seriously though, take your time and I hope everything clears up soon.

Question Nerk- Because in most cases the players take their turns all at once, can we get retroactive bonuses from flanking or buffs?

For example, Cueta is diagonal to a zombie, posts her attack. I post afterwards moving into a flanking position. Can she add the +2 for flanking to her attack even though I posted after her?

I assume our turn order is the order we posted in- Cueta just got to the zombie first before Vallen moved in, but I'm curious what your interpretation of movement is with the simultaneous player turns.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

+1 for the spreadsheet!

Sadly it didn't happen this time but you can totally crit corporeal undead in pathfinder Ceuta!

I think us rangers proved our worth on this one! 5 out of 6 ain't bad :D


Indubitably Never 3d6

The clerics softened em up for ya.

@ Vallen: Player turns are not simultaneous, they happen when they are posted, unless someone is posting an action when they don't have an action available.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Oh god, the explorers might all be dead before even leaving our damn hex!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:

Also, please be patient. I'm in difficult terrain these days. Repeat questions or PM me if I've ignored something several times.

DM Nerk, if there is something that I can do to make your work here easier, please don't hesitate to ask (for example, I could track the foraging for food or something similar).

DM Nerk wrote:

Combat patrol is less awesome in P6, since it only extends your threatened area by 1 square per 5 BAB. I knew there was a downside to it. Still, my polearm fighter uses it to devastating effect.

Still, if I read it correctly that gives me a threatened area of 3 squares with a polearm, which is pretty awesome and could be really useful in a tight space, chokepoint, or with coordination with the party. It is definitely something I'm considering if I can figure the feat requirements out.

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