The_Ninja_DM's Carrion Crown

Game Master Spiral_Ninja

The Trial of the Beast: Schloss Caromarc 1


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I am in the middle on this one. Magi as a class overpower soulblades.

We have done well w/o psionics and I can see the argument against it. How about a nonoutsider ranger that I can enlarge?

Full bab with ranger and stealth. Disable devices with a trait. Favored enemy undead.


DM Ninja/infinite

I've talked it over with him and he's making it a fighter/monk. I'll review the traps applicants and set everything up for Monday. Update your equipment.


DM Ninja/infinite
The_Ninja_DM wrote:

I've talked it over with him and he's making it a fighter/monk. I'll review the traps applicants and set everything up for Monday. Update your equipment.

OK, here's his two options, let me know which you prefer:

Soulknife_Monk:
? [Half-minotaur soulknife!]

STR 18 (+4)++ Race: Half-giant Level: 3 Fort: +2 +0 = +2+
DEX 13 (+1)-- Hgt: 6’ 11” Experience: 5000 (9k) Ref: +5 +1 = +6+
CON 10 (+0) Wgt: 337# Hit points: 33 Will: +5 +2 = +7+
INT 10 (+0) Hair: Black Melee: +6 BAB: +2 Init: +3t
WIS 15 (+2)++ Eyes: Red Missile: +3 CMB: +7r CMD: 18r
CHA 10 (+0) Age: 35 AC: 10 +1D +1Do (+2W) +9A = 21+
PP: 4 (4f+0+0) ML: 0 Align: Lawful Soulknife-2 / Monk-1
20pnt build 16 15 13 10 10 10
Race Features: +2 Str & Wis / -2 Dex; Giant blood [counts as giant & human]; Low-light vision; Fire acclimated [+2r saves vs. fire]; Naturally psionic [BF: Psionic talent; use Stomp 1x/day]; Powerful build [count as 1 size larger if it's to your advantage]; Survivor [+4r on Survival checks]; Favored Class [Soulknife]
Traits: Magic: Knack [ML for Gifted blade is +2, not > HD]; Combat: Armor expert [ACP reduced by 1]; Campaign: Chance savior [+2 to Initiative]

Class Features: Soulknife (Armored blade, Gifted blade) 1st: BF(WF[mind blade]), Form mind armaments [2-handed & Heavy armor], Shape mind blade [change damage type as full-round action], Throw mind blade [RI: 0'], BF[Unlock talent]; 2nd: BS (Improved armor [plate armor]);
Monk (Master of many styles) 1st: AC Bonus, Stunning fist [1x/day], BF[Dragon ferocity]
Feats: 1st: Dodge; 3rd: Dragon style

Skills: (14 [12+2fc] Total – Soulknife / Monk [4x3 (0+4)])
3 Acrobatics [d+1](+3) +7- 1 Autohypnosis [w+2](+3) +6
1 Intimidate [c+0](+3) +4 3 Perception [w+2](+3) +8
1 Pro: Cook [w+2](+3) +6+ 2 Sense motive [w+2](+3) +7
2 Stealth [d+1](+3) +6- 1 Survival [w+2](cc)(+4r) +7

Gear: 3067g 0s left [of $3200 starting]
0 Mind blade, mw [+8 3d6+6v 19+] -# 0 Unarmed [+6 1d8+8b] -#
0 Mind armor, mw [+9A -4acp*] 50#* 4 Dagger, iron [+6 1d4+4ps 10' 19+] 1#
50 Cookware, mw [+2 ps: cook] 4# 75 Ioun torch -#
2 Backpack [holds 50#] 2# - Explorer's outfit 8#
1 Travel rations (x2 days) 2# 1 Water skin 4#
21# [Light/Heavy encumbrance](0-light-100-medium-200-heavy-300)

Dragon Style: While in Dragon style, +2 saves vs. sleep, paralysis, or stunning; Ignore difficult terrain when charging, running, or withdrawing; May charge through allies; add x1½ Str damage on 1st unarmed strike in a round.

Dragon ferocity: While using Dragon style, add +½ Str to all unarmed strikes; Crit or stunning fist leaves victim shaken for 1d4+Str rounds, no save; Automatically qualify for Elemental Fist feat & act as Master of 4 winds for damage.

Languages (1+0): [Common]
Powers: 1st: –

Soulknife class skills (4+): Acrobatics, Autohypnosis, Climb, Craft, Intimidate, KN: Psionics, Perception, Profession, Stealth, & Swim

Monk (4+): Acrobatics, Climb, Craft, Escape artist*, Intimidate, KN: History*, KN: Religion*, Perception, Perform*, Profession, Ride*, Sense motive*, Stealth, & Swim

fighter_monk:
? [Half-minotaur fighter!]

STR 18 (+4)++ Race: Half-giant Level: 3 Fort: +5 +0 = +5
DEX 13 (+1)-- Hgt: 6’ 11” Experience: 5000 (9k) Ref: +2 +1 = +3
CON 10 (+0) Wgt: 337# Hit points: 33 Will: +2 +2 = +4+
INT 10 (+0) Hair: Black Melee: +6 BAB: +2 Init: +3t
WIS 15 (+2)++ Eyes: Red Missile: +3 CMB: +7r CMD: 18r
CHA 10 (+0) Age: 35 AC: 10 +1D +1Do (+2W) +10A = 22+
PP: 2 (2f+0+0) ML: 0 Align: Lawful Fighter-2 / Monk-1
20pnt build 16 15 13 10 10 10
Race Features: +2 Str & Wis / -2 Dex; Giant blood [counts as giant & human]; Low-light vision; Liberty or death [+2r saves vs. mind-affecting]; Naturally psionic [BF: Wild talent; use Stomp 1x/day]; Powerful build [count as 1 size larger if it's to your advantage]; Survivor [+4r on Survival checks]; Favored Class [Fighter]
Traits: Social: Rich parents [+900gp starting money]; Combat: Armor expert [ACP reduced by 1]; Campaign: Chance savior [+2 to Initiative]

Class Features: Fighter 1st: BF[Dodge]; 2nd: Bravery [+2 vs. Fear], BF[Power attack (-1/+3)]
Monk (Master of many styles) 1st: AC Bonus, Stunning fist [1x/day], BF[Dragon ferocity]

Feats: 1st: Open minded [+1 skill point per level]; 3rd: Dragon style [see below]

Skills: (14 [11+2fc] Total – Fighter [3x2] / Monk [5x1])
3 Acrobatics [d+1](+3) +7- 1 Autohypnosis [wis+2](cc) +3
1 Intimidate [c+0](+3) +4 3 Perception [w+2](+3) +8
1 Pro: Cook [w+2](+3) +6+ 2 Sense motive [w+2](+3) +7
2 Stealth [d+1](+3) +6- 1 Survival [w+2](+3)(+4r) +10

Gear: 219g 0s left [of $4100 starting]
420 Nodachi lrg, mw [+7 2d8+6ps 18+ brace] 16#
0 Unarmed [+6 1d8+8b] -# 4 Dagger, iron [+6 1d4+4ps 10' 19+] 1#
2650 Full plate+1 [+10A -4acp*] 50#*
378 Sansetsukon lrg, dw [+7 2d8+6b 19+ block] 3#
300 Jewelry [300g: Etched mithril nose ring]
50 Cookware, mw [+2 ps: cook] 4# 75 Ioun torch -#
2 Backpack [holds 50#] 2# - Explorer's outfit 8#
1 Travel rations (x2 days) 2# 1 Water skin 4#
21# [Light/Heavy encumbrance](0-light-100-medium-200-heavy-300)

Dragon Style: While in Dragon style, +2 saves vs. sleep, paralysis, or stunning; Ignore difficult terrain when charging, running, or withdrawing; May charge through allies; add x1½ Str damage on 1st unarmed strike in a round.

Dragon ferocity: While using Dragon style, add +½ Str to all unarmed strikes; Crit or stunning fist leaves victim shaken for 1d4+Str rounds, no save; Automatically qualify for Elemental Fist feat & act as Master of 4 winds for damage.

Languages (1+0): [Common]

Fighter class skills (2+): Climb, Craft, Handle animal, Intimidate, KN: Dungeoneering, KN: Engineering, Profession, Ride, Survival, & Swim

Monk (4+): Acrobatics*, Climb, Craft, Escape artist*, Intimidate, KN: History*, KN: Religion*, Perception*, Perform*, Profession, Ride, Sense motive*, Stealth*, & Swim


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Fighter/Monk in full plate? Interesting. Haven't ever seen that before.

Fighter/Monk would be my preference, really, but I'll just pretend Soulknife isn't psionic if he plays it (lol).

In either case, it would be dreadfully handy to be an Archaelogist, even losing the bardic performance abilities. Much more Tomb-Raider/Indiana Jones styled. Again, I went with Archivist to not step on a Rogue's toes with trapfinding. I understand if switching archetypes halfway through a book just doesn't make any sense, though.


DM Ninja/infinite

I don't mind. I may still pick up a rogue as well, but if you like that better, go for it.


DM Ninja/infinite

Note on upgrades: you may make any one item +1 as part of the upgrade.

Let's get this game back on track.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Sorry I'll be a day or so before I can post reliably. I'll be out in the pine barrens, not a lot of reception or computer access out there XD
Class features updated. I must still reconsider skills to have a disable device as well as spend another 2,000 of the gold.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

I'm stuck deciding between
a Cloak of resistance +1 or
a Brooch of shielding.

and yes I could buy both, but I want some cash to help buy an armour or weapon upgrade later.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

What magic items were available in town?


DM Ninja/infinite

Unfurling Scroll Items available: arcane scrolls (Floating Disk, Hypnotism, Magic Aura, Summon Monster I, Darkness, Knock, Resist Energy, Scare, Tiny Hut, Tongues), 1 wand of cat's grace (13 charges), 1 wand of slow (6 charges), an ioun torch, and a flesh golem manual.

When you go into to town, you find that the people who provide magic items for the Unfurling Scroll are in town. You can get items from them as well.

Apothecary Items available: all core special substances, most common material components; potions of Crafter's fortune, Cure Light Wounds, Detect Undead, Enlarge Person, Identify, Keen Senses.

Ravengro Forge: +1 light steel shield, +1 rapier

Genral Store: on display, will sell to your group MW full plate


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Can you list the wand prices? If not I'll calculate them tomorrow.


I somewhat misunderstood. Only the items listed as available in town are 20% off. If we buy other items, we order them from the big city for full price. I will change my buys and get the ring of feather fall.


DM Ninja/infinite

Oh, and Wood, have you copied the spells from the Splatterman's book into yours as well?

The List:
comprehend languages
dispel magic
flse life
gust of wind
illusory script
levitate
mage armor
magic missile
summon monster IV


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Didn't realize we were adding a rogue as well.
The wand of slow is 1350gp, while cat's grace is 1170gp, meaning I can only have one... I'll pick up slow.
3000gp bonus cash
<1000gp> armor bonus
<1350gp> wand of slow (6 charges)

Assuming availability of:
<100gp> Masterwork Thieves' Tools
<300gp> Masterwork Whip (exchange)

=250 spare cash.
<50> Crafter's fortune,
<50> Detect Undead,
<50> Enlarge Person,
<50> Identify,
<50> Keen Senses.

=Shopping Complete.


AC 21b - 11t - 20ff; HP: 44/44; PP: 2/2

I've updated my character sheet with a description, if anyone's interested.


DM Ninja/infinite

I'd already spoken to him when you asked about changing. I don't think a pure rogue will step on your toes andgiven some of the upcoming locks in the nest module I think a second traps/locks person may be a necessity!


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Should work. We must distribute a Sunrod, 2xholy waters, cure light, and a Haunt siphon from Que's inventory. I think Rova should have the Sunrod, cure light; and Zhiden the Holy water and Haunt Siphon.


AC 21b - 11t - 20ff; HP: 44/44; PP: 2/2

I've got an ioun torch, so a sunrod's a waste for me. I've got two 'personal' CLW potions, but extras don't hurt.


Sounds fine with me, I don't really have much that'll help with fighting undead.


Female Assimar (with Ulfen blood) Cleric(Theologian) 4 / Monk(Spirit Master) 2

I went with the cloak


DM Ninja/infinite

That should be fine, Eva.


I will add the Splatterman's spells to my sheet, but I shouldn't need to copy them as I have them in his book, right? I just have his book and my book.


Male Human (augmented)

You can, but you need to make spellcraft checks each time you try to memorize something (p219 "Wizards and borrowed spellbooks"). If it's low-level stuff, it's probably cheap to copy.


Thanks for the reminder about borrowed spellbooks. None of the spells are that critical, so I'll wait.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

In fact, it's likely you could sell access to the pages or the pages themselves to cover the costs.


This is the cursed spellbook that is hampering my spellcasting. I don't think I would subject anyone to it until I finish this curse.

DM:
My count is two days of Will DC 13 to cast served, with more to go.


Male hp 19/36; AC 21/14/19 Level 5 Burglar

I'm guessing Zhiden just suggested something ridiculous?


Vert and I share a love for arcane magic. Destroying a magic item is unthinkable.


DM Ninja/infinite

;P:
By ripping out the pages that contain spells while within 30' of the Splatter Man's ghost the book's carrier can actually damage the ghost. It's a standard action and does 1d6 damage +1 point/spell destroyed.

Page 38 of the module.


Male hp 19/36; AC 21/14/19 Level 5 Burglar

The funny thing is, Zhiden didn't say a word about destroying it. He actually meant more along the lines of throw it in a trash can and don't worry about it anymore. It is more interesting this way, though.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Well Vertielle is a bibliofile, little bit. Not USING a book, when you have it, is unthinkable.


AC 21b - 11t - 20ff; HP: 44/44; PP: 2/2

In the morning, before we head out, I'm going to stop at the local armor and buy a large wooden shield; If I'm fighting 1-handed, the extra AC can't hurt.


Plus, the ioun stone Wood borrowed of +1 AC is loaned to Rova for now. Just don't lose it as it is worth 4000gp. I just paid off the ring of feather fall with my treasure, I am way short of the 3200gp we need to buy the ioun stone with the good neighbor discount.

I plan on loaning my ring of feather fall to Zhiden for now. It definitely is a counter to pit traps.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Vertielle keeps feather fall ready all the time. So long as she's conscious (and likes you) feel free to jump off stuff at random, at your own convenience. Preferably one person per round.


You know, I would never think to complain, certainly not when I'm being given stuff, but I thought you guys hadn't found any magic items yet? Of course, that could have just been talking about weapons and armor.


DM Ninja/infinite

The few irems were availble in town based on the town's reaction to everyone. They'd maxed out and were loaned a few of the more expensive items to assist in defending the town.

Specifically, the ioun stone and the heavy mace need to be returned.

Oh, and several of the items belonging to the 5 prisoners were/are magic...and heavily cursed.

The axe, for example will hit ghosts. It also does damage daily to it's wielder, who can't put it down. The hammer works vs the Maurader, but makes you attack any other living person in the area if you fail your will save.

Of course, destroying their original wielders will remove the curse...

Have fun.


AC 21b - 11t - 20ff; HP: 44/44; PP: 2/2

I don't really need the ioun stone, I've got an ac of 23 w/ shield. Our rogue, however, most likely can use it.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Can we get a post-fire basement level map up?


As I have to save to cast spells, I prefer to use them out of combat for action economy.


I was hoping the skeletons couldn't read


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

I don't want to disadvantage Zhiden's epic shanking, but, as this is a pet peeve of mine when I GM, I thought I'd mention that if the weapon damage (namely the 1d4 from the dagger) does not penetrate DR and deal AT LEAST one point of damage, sneak does not apply. Additionally, if penalties reduce damage into nonlethal, then the appropriate sneak dice can only be nonlethal damage.


Male hp 19/36; AC 21/14/19 Level 5 Burglar

So that shouldn't have worked?

I don't mind being told that I'm wrong around here, I'm not going to pretend like I'm not making this stuff up as I go. So does that mean that if I'm sneaking, I should roll sneak attack damage seperate, in case it doesn't apply? And does that go for flanking too?


Male Human (augmented)

Basically, IMO it depends on whether you concider sneak attack as 'additional damage', or a 'triggered effect'.

Triggered effects which do not penetrate DR are negated (p561 "Whenever DR completely negates the damage from the attack, it also negates most special effects.."). It goes on to state examples, but sneak attack is not listed amongst them.

If one conciders it additional damage (it is refered to as 'precision damage', and obviously does not apply at all times (many types of creatures are immune, you must meet specific situations, etc.)), it would stack with base damage for overcoming DR, much like a magic weapon improves the damage total.

The nonlethal part is from Damage (p179 - Minimum damage "If penalties reduce damage below 1, it still does 1 point of non-lethal damage"), which in this case is the important part. Since it would be non-lethal, it negates the sneak attack damage (p68 - sneak atatck "She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual -4 penalty")

So basically, you can rule it either way, in terms of triggered effect or additional damage. If it's additional damage, it will overcome the DR. If it's a triggered effect, it won't, either because it never fires, or because it's negated by making it nonlethal.

Of course, there may be errata or a FAQ that addresses this situation that I am unaware of. This is only my interpretation.

PS: the skeleton ignores the nonlethal damage as well - undead are immune to it.

PPS: Yes, I'm a rules lawyer, but I'm a fair and thorough one.


DM Ninja/infinite

As per James Jacobs in this thread Sneak attack vs DR sneak attack damage does add.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Oh hey, I'd never seen that FAQ.
That still doesn't make sense to me, but from a balance perspective, I suppose it's necessary.


DM Ninja/infinite

OK, quick question, people. In order to speed things up in combat in another game I'd worked out an option for initiative. Works like this: I roll a d20 for the group's base initative, then add each individual's intitiative bonus to that roll and post the order.

It would work something like this:

1d20 ⇒ 18

Evangline: 18 + 2 = 20

Rova: 18 + 3 = 21

Vetielle: 18 + 1 = 19

Wood: 18 + 2 = 20

Zhiden: 18 + 6 = 24

So, in this case intiative order would be:
Zhiden
Rova
Evangline & Wood
Vertielle

and, of course, wherever my monsters fit in there.

Do you want to use this method? I can't guarantee I'll always roll that well for you, though. I'll also add that, since this would keep everyone in the same order, if you want to change your position in the lineup you can state so and roll for yourself. However you must then use that roll, better or worse.


I learned from GM Blood to put initiative rolls for everyone in the campaign tab and links to the current map in the short description so they show up on every page. You can find what I think you are looking for in my initiative spoiler in the link below (of course you need to change the names). You can cut and paste this and adjust the monster names and modifiers and you are good to go.

My campaign tab


Male hp 19/36; AC 21/14/19 Level 5 Burglar

I'll go along if everyone else prefers it, but I kinda like the random element to rolling individually.


Female Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

I prefer GM to roll initiative, but would rather it be randomized. Perhaps create a notepad document that includes the code for all the rolls, so you won't have to type the long tedious thing over and over.


AC 21b - 11t - 20ff; HP: 44/44; PP: 2/2

I'm against it; it's too predictable, and allows for the whole group to get overrun if you roll a bad community init. If you want to roll for each of us, that's fine by me. Like..

Rova: 1d20 + 3 ⇒ (15) + 3 = 18
Vertielle: 1d20 + 1 ⇒ (7) + 1 = 8

Etc, etc.. You're (the GM) the one who determines when we go to combat 'time', so you can just announce the fight and get all the inits out of the way. Cut & paste for each fight, and, as added bonus, no need to wait for slowpokes to roll before getting the overall picture.

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