GM Netherfire |
Greetings you four. I'll be taking any lengthy questions about rules or the game here.
Also, please wait to post in Gameplay, I'm waiting to hear back from Gwath on some final things.
Quick' |
Where's the rest of our crew?
Also, Gorim, if I may, I suggest you take a rank in KN:Religion rather than engineering at first level. You are our priest afterall :)
That and engineering comes up less. (Although, Netherfire will probabably make me eat those words now :))
GM Netherfire |
Well, bugger. Now that everything is ready on my end, I'm dealing with technical issues with the paizo site. I've emailed paizo's tech fellas, so hopefully I get an answer soon. Sorry for yet another delay, I'm just as antsy to play you guys.
Ragashingo |
We're having a grand ole' time laughing in the face of technical difficulties by way of impromptu role playing in the other group's discussion topic if any of you would like to join us. :)
GM Netherfire |
Ok fellas, sorry about the wait, but we can start now!
Gorim, Quick, Henry, and Gwath: LET THE GAMING BEGIN.
Gorim Coppervein |
Righty, I've since swapped out some skills.
Dungeoneering for Arcana, and Engineering for Religion. It was a mite silly for me to have not chosen those in the first place, haha.
Anyhoo, I'll process the the campaign info once more and throw up a post! Then I'd better sleep (though actually, I'll probably linger with curiosity).
Quick' |
If you do not have ranks in a Knowledge skill, you cannot use it because it is a trained only skill. That said, sometimes a GM will ask for an untrained knowledge check that can grant super limited information. This does not happen often though.
Does that help?
Gwath Gil |
If you do not have ranks in a Knowledge skill, you cannot use it because it is a trained only skill. That said, sometimes a GM will ask for an untrained knowledge check that can grant super limited information. This does not happen often though.
Does that help?
Yes, thanks! I also had the page where what was trained/untrained pointed out to me, so I think I understand now.
Look forward to more dumb questions from me!
GM Netherfire |
Henry Southgard, I need a gmail address from you so I can share with you the spreadsheet that will serve as the tactical map for this adventure.
Quick' |
Speaking, and thing like that, are free actions and can be done at anytime.
Because This is a surprise round, and Gwath did not perceive the conflict. He is currently flat-footed. He can only speak at the moment.
GM Netherfire |
So, I don't know what the new guys know. Do you need me to walk you through anything? How to attack, or cast spells?
Just as a heads up, Gorim: casting a spell adjacent to an enemy will provoke an Attack of Opportunity, meaning that the enemy will get to make a free attack and possibly interrupt your spell. We can go into more detail on that later if you like.
Gwath Gil |
So, I don't know what the new guys know. Do you need me to walk you through anything? How to attack, or cast spells?
I have zero experience actually playing a pen and paper RPG. I have vague notions of what to do, and I've been continuously looking up things on the resources here, but I learn the best through practice or examples. Everything is still pretty fuzzy. If you want to walk through anything, I wouldn't be opposed. Or I can just try things, mess them up, and take a talking to. :)
For the last post I made, I thought it was my turn, and didn't want to rush into anything, so I just performed a move action and readied my weapon. Trying to play it safe in terms of complex moves for a while. :)
Quick' |
You did great Gwath.
There is one piece to consider though. A readied action requires a condition for which to be ready.
Example.
Gwath readies his old shortbow Gwath is prepared to fire at the first enemy at whom he has a clear shot.
OR
Knowing combat to be imminent, Gwath knocks arrow to string: prepared to loose upon the first visible adversary.
ETC.
Without giving a specific condition, you are holding action. This means you wait until you want to go, but you cannot interrupt the enemies' action like you can with a proper readied action.
The danger to a readied action is that if the condition is not met, you lose your action.
Thus readied action must have a condition broad enough to ensure your action (as far as such things can be determined), but specific enough to qualify as a condition.
Make sense?
Gorim Coppervein |
I'll try get Gorim's moves up here ASAP, though I'm a little shaky when it comes Pathfinder combat, as my tabletop RPG experience has always sat away from this and 3.5 unfortunately...
I'd either like to step to the opposite side of the doorway ready to whack any Orc who enters (though I've just remembered that the door opens in, so maybe this won't work haha...)
Perhaps it'd be best for me, a Cleric, to distance myself a little and get ready for some magic. Hmmm.
Absolutely any guidance is welcome in regard to combat here. I don't want to mess this up ;D
Oh, and in regard to an adjacent enemy getting an opportunity attack, I have combat casting to hopefully deter that ever so slightly, if it ever came to that!
Quick' |
I think of it like this:
1. I don't know what to do.
a. Hold action.
2. I'm pretty sure what the enemies' next move will be, but I can't mess with them yet?
a. Ready action.
__________________________
Gorim, combat casting is really for "Oh shit" moments or snapping of a touch attack spell. At least this is my opinion.
As far as your "optimal move" this round? That depends: what spells have you prepared today?
__________________________
Henry, it depends on heavy the table is and how far you want to move it :)
Gorim Coppervein |
Oh yes, I chose Combat Casting as a contingency of sorts.
The spells I have available today are:
Orisons:
Detect Magic
Stabilize
Light
1st Level Spells:
Protection from Evil
Comprehend Language (Knowledge Domain)
I'm guessing the only real option will be protection from evil then, haha. So maybe I ought to pull back and perform either that on a buddy or get more data on these guys via some check.
edit: I'd better slip away for the night as it's 3am. I'll make some sort of action tomorrow before/between work!
Quick' |
Protection from evil is best used when there are summoned creatures involved AND when the main enemies are evil themselves. It is a good spell.
However, since you require a move action to draw a weapon and cannot do so as part of a move (because your Base Attack Bonus is not +1 or higher, like me)
I would suggest moving behind someone with more armor than you and readying your weapons.
My two coppers :)
GM Netherfire |
Resurrection is not very common in this world. This adventure will be somewhat low-magic. Only the most faithful of holy men could perform a resurrection, and it would be spoken of in tales for years later. It would be a big deal. Gorim, you looking forward to being a big deal? :P
Gorim Coppervein |
Oh goodness me, yes, I'd like to give that a shot, haha!
When it rolls around to my turn, I imagine the closer to Moss I can get, the better a heal check would be to determine his situation?
Also, as for the Tactical Map, how do I move Gorim? I recently described moving him to stand beside the table behind Henry, but I've been unable to do so. I bet I'm overlooking something here though...
GM Netherfire |
Oh! Just so I do not mislead you, I was talking about the high level spell of Resurrection. But, Gorim will get access to Raise Dead sooner. Those are the types of spells that might earn renown, not a simple Heal check.
And to brace you for the worst, I do my best to accurately describe what happened according to the "numbers" of the game. Specifically, I would've chosen a different description for Moss' wound if it did not outright kill him or bring him a hairsbreadth from death. It helps with storytelling and imagination part of this game :)
You are free to try to save Moss though! If that is what you want to do, you could move to P2 without getting in anyone's way and avoiding any Attacks of Opportunity from casting spells (unless the orcs step up into your business). Just trying to help point out your options.
And thanks, Ragashingo. Click on your icon, and then click-drag from the stop white edge. I moved Gorim to behind Henry this time, just to help everyone else figure out tactics. In the future, if you still can't move him, include the coordinates in OOC when you post and I'll move him accordingly.
Gorim Coppervein |
Cool, thanks for the clarity. I figured that was most likely a little soon for such a thing. Though one day Gorim will get there ;D
As far as checking out Moss, well, I guess it is a wee pointless in terms of trying to actually save the fella, being sliced in two and all... maybe I can catch some last words? I guess I'll find out soon enough. Either way I'll see if I can console him a little while he fades, if he hasn't already done so.
And thanks to both of you for help with the tactical map stuff. I can't believe I couldn't figure it out haha. I've tried it and it all seems to be in order.
GM Netherfire |
Still waiting for Gwath to roll for his readied action. Does anyone talk to Gwath outside of this game?
GM Netherfire |
No problem! Let's get right to it:
For a ranged attack, add your Base Attack Bonus (+1) and your Dexterity bonus (+2), and then any other modifiers. That will modify your attack roll. Then roll the weapon damage of the shortbow. At this point, there is nothing to add to your damage rolls. Your attack would look something like a-this:
Attack 1d20 + 3 ⇒ (15) + 3 = 18, Damage 1d6 ⇒ 1
Does that make sense?
GM Netherfire |
I didn't list it on your character sheet. THIS table will show the ability scores and their corresponding modifiers. Your Dexterity score is 14, so your modifier is +2.
A shortbow's range is 80 feet. You will only incur range penalties if you try to shoot beyond 80 feet with a shortbow. No penalties for any attacks within 80 feet.
Henry Southgard |
Oh! Just so I do not mislead you, I was talking about the high level spell of Resurrection. But, Gorim will get access to Raise Dead sooner. Those are the types of spells that might earn renown, not a simple Heal check.
I notice that either of those requires the full body.
So, in the event that Moss isn't merely 'mostly dead', we're either going to have to haul his body around, or bury him, mark the grave, and get Gorim up to level five in five days or less.
Or, just thank Moss's spirit for the job and offer to send money to his next-of-kin. I notice that "Speak with Dead" is only level 3...
And to brace you for the worst, I do my best to accurately describe what happened according to the "numbers" of the game. Specifically, I would've chosen a different description for Moss' wound if it did not outright kill him or bring him a hairsbreadth from death. It helps with storytelling and imagination part of this game :)
Alright. Just out of curiosity, do I (and Quick) have to wait until the orcs go before we post our next moves? I'm a little confused about the initiative order.
GM Netherfire |
Sorry, been real busy on this end. It is now the PC's turn; Henry, Quick, Gorim, and Gwath can act now.
I know it can be confusing with readied actions and surprise rounds. I'll try to explain it later. For now, each of you can post a turn. Then it will be the orcs turn.
Quirel |
Nice string of 20's y'all got there. Save some for the rest of us. :)
My bad luck in real life makes up for it. Particularly this morning.
Fun fact: when a rear windshield spontaneously disintegrates from the cold, it makes a sound like dropping a heavy cardboard box onto a concrete floor.
Only louder. Much louder.
Gwath Gil |
Alright, been staring at various pages and trying to get this right. I'll post here first:
I'm going to take a move action (draw weapon) and then do a melee attack at the orc in front of me.
So I add my base attack bonus + my strength modifier. The damage is from my character sheet and the weapons table in the docs seem to align with that - I'm guessing the +6 my 1-1/2 strength modifier for a two-handed melee weapon? So is this right?
Attack: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17 Damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9 ?
What do the modifiers directly after my weapons refer to, as seen below? Do they come into play here? I can't find anything on them.
"Falchion +6 (2d4 +6/ 19-20x2, Slashing)
Dagger +3 (1d4 +2/ 19-20x2, Piercing or Slashing)"
Am I missing anything else?
Ragashingo |
What do the modifiers directly after my weapons refer to, as seen below? Do they come into play here? I can't find anything on them.
"Falchion +6 (2d4 +6/ 19-20x2, Slashing)
Dagger +3 (1d4 +2/ 19-20x2, Piercing or Slashing)"
- The 2d4+6 is, of course, the weapon's base damage + your strength.
- The 19-20 means that the Falchion scores a critical hit on either an attack roll of either 19 or 20, so it has a bit better chance to do more damage.- The x2 means that the weapon does 2x critical damage. A few weapons do 3x damage instead and I saw one that did 4x.
- Slashing or Piercing or Blunt (not shown) are the types of damage a weapon does. Some monsters are immune or resistant to some damage types so you'd want to make sure someone has a weapon that can hurt them.