The Jade Regent (Inactive)

Game Master Vuvu

Jade Regent Combat Map

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Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

In the game I am DMing, I decided that bad rolls should have some effect. So, with skills, it someone rolls a 19, they get +3 to the roll, a nat-20 is +10. But, a 2 is -3 and a 1 is -10. In other words, that annoying halfling thief with the 25 stealth, still has a chance of scraping his foot on something or stepping on a squeaky board.

I never like that someone with a high modifier would still always make their roll. The best way of thinking of this is with Knowledge checks, even for the smartest person, there are things that they just do not know that well - a nat-1 is a sign that apparently they forgot to read the book on harpies.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Well, the halfling with +25 stealth still fails on a 1 if the very inattentive guard with +7 perception also rolls a 20.

If you treat a nat 1 as -10, do you take away the natural 1 and fail clause on use magic device, because not being able to activate a wand for 24 hours is kinda bad for someone with a +19 use magic device who rolls a 1.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I would probably allow a reroll if the situation called for that. That is a unique skill with a specific fail rule on a natural 1. At the same time, I just feel that everyone fails some of the time. The greatest athletes in the world have their off days. The greatest orators misspeak. That is just the way it is.


Unnamed

Just make sure you have someone who can take 10 on the crossing on each trip or roll. Just need 2 checks to get across...assuming you can't take 10

I will advance when I wake up


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I am +4 on swim.

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

I added the saw and took away 5 cp for the saw and twine.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

My computer is currently backing up 3TB of data for the second time since I f*!#ed it up the first time round. I will be able to get on it and post fully not from my phone tomorrow at some point. Just in case you were wondering why I have been so quiet.


Unnamed

Anyone without light armor would not be wearing it since no one said they would rest in their armor


Unnamed

Currently we have Nari thrib and Gorou awake then whomever Nari wakes up this second roubd


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Anyone have a club they could let me borrow, or am I doing this the hard way?


Unnamed

well you are only using a club if you pass the knowledge check for skeletons…

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Or if you have been using clubs from the start. XD

Yay Exiel!


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Well since they are a super common low level monster and I have a +8 even on a rolled 1 I should know the basics of fighting a skeleton. If allowed to take 10, should know basically everything important about them.

I was going to wait until the actual fight started to roll.


Unnamed

you cannot do a take 10 on knowledge in combat, unless you are a bard with Loremaster

you need to roll an 11 to get a single question about skeletons.


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

I know I can't take 10 in combat, but we're not in combat yet. At least we haven't rolled initiative yet. That's why I mentioned it.


Unnamed

got ya, however you have not seen them, so you don't know what is coming. so no take ten.


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Ok. That's fine. :)


Unnamed

not that it matters, this will be pretty simple i think

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Won't be a problem. Almost all my characters usually carry at least 1 club, even if it's only as a backup-weapon. Exiel has 4. =)


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I am at TotalCon this weekend. So nonstop gaming, with little time to post on the pbp. Will try to check in when I can, otherwise I will be back Sunday night or Monday.

DMPC me as necessary.


Unnamed

Sure


Unnamed

I love that the "rat" is calling someone vermin! Lol


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Hey - I moved out of the sewers.


Unnamed

Oh what to do?

Kill the creatures that are born evil and become a baby killer or let them free knowing that they could grow up to be supreme evil with the slim chance of redemption?


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

I feel inclined to mention that goblins would have no issue killing human children.

Then again, we have a Paladin, any chance convincing the paladin that being a goblin round these parts is a crime punishable by death?


Unnamed

They would but do you want to sink to the level of goblins?

Though Shiori the child slayer has a nice ring...

:)

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

The way the paladin sees it, their inclinations notwithstanding, they have not done anything really evil, nor are they remotely a threat at this point, and if they have some chance of not turning out evil, then he'll not raise his hand against them.

That said, if he thought there was even a remote chance that they had a chance of a positive upbringing in Sandpoint, he'd take that option. But...in any other village, the chances of that are already slim, and after the events of Burnt Offerings, Exiel's view is that the chances of them being accepted at Sandpoint in any way are "bugger-all".

All things considered, he reckons the best chance they have of not turning evil and/or becoming a threat to Sandpoint is to let fate decide their path.

As for locking them up...few better ways to ensure they see humanoids as the enemy than murdering the adult goblins in front of them...


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

I'm nowhere near a paladin and I wouldn't kill a toddler no matter what race it was. They are scared of us, just leave them alone is Gorou's line. Hell, he might adopt them depending on what happens here.


Unnamed

Omg goblin children on the caravan lol

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]
Gorou Kaijitsu wrote:
I'm nowhere near a paladin and I wouldn't kill a toddler no matter what race it was. They are scared of us, just leave them alone is Gorou's line. Hell, he might adopt them depending on what happens here.

Yeah...adoption would be an option...were it not for the fact that we're bloody adventurers, and that we live in Sandpoint. Having them with us either on the road or at Sandpoint would likely be equally bad ideas/death sentences.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]
MiniGM wrote:
Omg goblin children on the caravan lol

The PCs don't know that they'll be on a caravan yet! Stop meta-gaming you...um... It is a dark day indeed when PCs tell the GM not to ask the PCs to metagame...


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

I think they'd be fine in the caravan. Ameiko can watch them when we're busy. They're her nieces and nephews after all.

Exiel will be their godfather.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Shiori already had one brother that worked with goblins, adventurers killed him.


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

Thribden would probably join you in the effort of adoption.

Also, if someone wanted to kill them, they'd probably have to contend with Thribden first. It's too reminiscent of her first few moments of life (Nearly being killed by men who thought she was a monster).

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Again, we don't know there'll be a caravan yet, and the way Exiel sees it, the chances of being able to raise them either as a travelling adventurer or as a resident of Sandpoint are slim-to-none.


Unnamed

To be fair exiel I don't know that you count as adventurers yet lol

Nah I don't care which way you go here guys, I will make it work


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

Yes and in Thribden's eyes, she's going back to the village to continue being a healer. She can take them. No one will kill a healer, even if she does something eccentric like bring home goblins. Yeah, it'll be a lot of trouble, but might just be worth it.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

We're on an adventure are we not?

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]
MiniGM wrote:

To be fair exiel I don't know that you count as adventurers yet lol

Nah I don't care which way you go here guys, I will make it work

Well, all the more reason we won't be able to raise them, for the precise reason that we expect to have to bring them back to Sandpoint. They'll either be the target of a lynch-mob the moment our backs are turned, or face such constant discrimination that they'll grow embittered and all the more likely to follow their natural inclinations towards evil. =(

Thribden: If Exiel knew Thribden's thoughts, he'd commend her on her intent, but argue that in practice it would just end up backfiring for the above reason.


Unnamed

Opp let's have this happen in rp!


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Honestly Shiori would likely advise killing them out of mercy, taking them back to sandpoint would be a fate worse then desth, and leaving them in the village to fend for themselves would likely lead to a gruesome death.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Goblin babies...a paladin's worst nightmare.

Darinius would want to kill them because at the rate at which goblins mature and breed, Sandpoint would shortly be right back where it started with goblins attacking. And the entire point of us coming out here was to put an end to that kind of thing.

He is a big believer in someone's heritage determining their destiny, so to him young goblins are just a goblin problem waiting to happen.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I hear that goblin babies count as 5-10 rations each.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel rather thinks that whilst there is that potential, killing them before it happens is utilitarianism, not justice. And utilitarianism without justice is the basis of more than a few dystopias in literature.

On another note, assuming Darinius and Exiel both hit with their attacks, that should be goblins #3 and #4 down? GM do you want to update the map so we know who/what is left to attack? Alternatively, if those goblins are still standing...we're in a heck of a lot of trouble!


Unnamed

#4 was around a hard corner so I gave you #1 ex

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Actually, I threw it at #3, but it makes no big difference I suppose. XD

Have deleted #1 and #3.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

I think however that the shuffling around that Darinius and Exiel did last round was potentially confusing for the GM, so I suggest that in future, we don't move our tokens until MiniGM has seen our posted actions and either moves the tokens himself or tells us to move/delete tokens for him?


Unnamed

3 was dead so I have you 1

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Ah, I thought I went before Darinius 'cos I posted before him. Actually, I needed to go before him so he could take my (former) square and stab at goblin #3...

Eh, no diff at the end of the day I suppose. But I do still suggest we not move our tokens until MiniGM has a chance to see what's happened. Makes it easier for the GM to know what's happening.


Unnamed

Posted in the other thread. I see what you are saying now. But this way gets two killed the other would not. It is confusing since you were all bunched up. Anyhow let's just move on it doesn't matter since you got two kills

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