The Opened Mind Table B (Inactive)

Game Master TheBobJones

Dice Rolls | Tactical | Jace’s Stanchion


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Dice Rolls | Tactical

FYI ... running two tables of The Opened Mind is not a big deal for me, but running two tables of The Third Dawn not so sure. We will have to see what happens after we finish The Opened Mind.

Without further ado:

The Opened Mind Table B

  • Stormstrider
  • Johnnycat93
  • Louxman
  • Burnscar

Please dot in Gameplay Thread B by posting with your Opened Mind character alias, and then deleting your post. Then please read the Discussion Tab on how to set up your character and how I run my PbP.

Official Start Date for GamePlay will be November 8th.


Dice Rolls | Tactical

Vital Statistics

Put your vital stats, expended charges and active conditions in your forum tag line. It really helps for those situations when a GM needs to make a roll for the whole party (eg. everyone makes a reflex save). That means I can easily do the rolls, resolve all the effects and move the game along in a single post.

Please use this temple for your tagline.


Dice Rolls | Tactical

Dice Rolls

In order to make life much easier for me, and to move the game much faster to make a more enjoyable experience for all involved, I am going to ask you to add in some important save and skill modifiers. These are rolls that I will make 95% of the time as GM to keep the game moving. Please click on the Dice Rolls link on the Campaign Profile or my GM tagline.

This will take you to an editable Google Doc. Please fill out your appropriate modifiers in the table. If you have situation modifiers that I should be aware of, please add them outside the [ dice ] rolls in [ ooc ].

Example
Will Saves
Arimar Will: 1d20 + 11 ⇒ (1) + 11 = 12 -- Resist acid 5, cold 5, electricity 5
Benaiah Will: 1d20 + 3 ⇒ (14) + 3 = 17 -- +1 vs. divine spells, +2 vs. poison


Dice Rolls | Tactical

Play Guide

This play guide has been compiled from my own experience with PbP (things I liked and things I didn't) and also from my favorite tips from the following excellent guides:

Doomed Hero's Guide to PbP An awesome introduction to PbP. Don't miss his second post on that thread with some "advanced tips", too.

Painlord's further tips builds on Doomed Hero's work.

I strongly recommend reading these in addition to my guide below. They contain much more rationale and detail than mine does.

Things I expect

These are more of a requirement than a guide. Players who do not comply will be asked to improve and eventually asked to leave. Think of these things as non-optional "table" etiquette.

Have Fun:
No, seriously, have fun. If you're not having fun, why are you playing? If you find you're not having fun in one of my games, please send me a PM and I'll do my utmost to rectify the situation. If it can't be resolved, I'm perfectly happy for you to leave the game. This is about all of us enjoying ourselves.

Post Frequently:
Be ready to post every 24 hours. This doesn't mean you have to interject with nonsense just to keep up posting every day (though a quick post to describe your character's demeanor, reaction to the last action, or something of the like is always welcome). The main thing is to ensure that no one is waiting more than 24 hours for your action. If you take longer and we are in combat, I will place your character in delay. This would be the equivalent of what I would do in real life if a gamer went for an extended toilet break, took a long phone call, ran off in search of caffeine or something similar that takes them off the table in the middle of things.
Unusual real life events notwithstanding, I will be prepared to post at least twice a day. If there's nothing for the GM to add, you may not see anything - but I will check the gameplay thread 2 or more times each day. I will try for more often during combat.

If you cannot post within 24 hours for any reason, please let me know. I will be happy to bot you as required until you're back to normal.

Vital Statistics:
Put your vital stats, expended charges and active conditions in your forum tag line. It really helps for those situations when a GM needs to make a roll for the whole party (eg. everyone makes a reflex save). That means I can easily do the rolls, resolve all the effects and move the game along in a single post.

Please use this temple for your tagline.

Rolling:
The following PC rolls will always be made by me to keep things moving:
1. Initiative
2. Perception
3. Sense motive
4. Saving throws
5. Group diplomacy*

Player dice rolls of these types will be ignored, unless specifically requested by me.

I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself):
1. Knowledge checks
2. Survival checks
3. Individual diplomacy*

Further, I may make a roll of any kind on your behalf if you do not post within the 24 hour timeframe (see above fore more on this).

* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.

Finally, a convention I have adopted (mostly for rolling during combat) in PbP games that I run is as follows:

1. No rolls during combat for any checks that do not specifically require an action unless called for by the GM. Same for free actions that do not influence combat. Eg. Knowledge (dungeoneering) to identify that ooze is a free action, but this is a roll you must ask the GM to make for you (unless he has asked for it). Concentration check to cast a spell is a free action, but that's fine to roll yourself (since it forms part of your cast spell action).

2. Always roll for actions in the order in which they occur. When in doubt, roll reactions to GM first, reactions to players next and then your actions. This should help minimize players swapping over save throws for attack rolls (and the like).

3. If you do want to make an "actionless" skill check, ask the GM to roll it for you. He'll have to post to tell you the results anyway.

How to format your roll:
In case you didn't know, you can make a dice roll using the bbcode Roll type: 1d6 + 100d1d20 + 5 ⇒ (6) + (15, 6, 20, 1, 2, 3, 11, 2, 10, 8, 19, 1, 14, 15, 10, 4, 19, 15, 18, 17, 15, 11, 8, 1, 18, 8, 8, 11, 13, 17, 11, 5, 14, 14, 1, 18, 4, 5, 6, 7, 8, 6, 17, 9, 5, 4, 3, 11, 2, 1, 11, 2, 12, 8, 14, 5, 6, 2, 14, 2, 20, 8, 20, 2, 14, 3, 3, 4, 10, 18, 1, 16, 2, 13, 4, 15, 17, 10, 13, 16, 9, 18, 17, 1, 2, 14, 14, 3, 6, 16, 19, 12, 4, 1, 16, 6, 9, 17, 11, 7) + 5 = 969

Here is an example of my 8th level magus and a correctly formatted combat post.

Tips and advice

Doomed Hero's Commandments:
These are so good, that I've included these verbatim (except for correcting his "Ye Olde" English):

Thou Shalt Avoid Walls Of Text

Thou Shalt Not Hog The Spotlight

Thou Shalt Not Assume The Actions Of Others

Thou Shalt Not Assume Outcomes Of Actions

Thou Shalt Not Derail Gameplay

Thou Shalt Use The Discussion Thread

Formatting your posts:
Format speech in bold with the quotes still there. This helps to draw attention to what the character is actually saying (as opposed to what you are saying about the character).
Eg. Jambon the Ranger runs back to the party. "Goblins around the corner, beware!"

Use "ooc" tags to say things out of character. It puts your post in blue and helps GMs and players alike to tell when you are talking about mechanics and when you are talking about your character.

Eg. Jambon tries to squeeze through the door. Do I need to make an escape artist check or something?

Make sure to use the discussion thread for "ooc" text that is not relevant to your current post.

For some cool ideas on how else to format your text, see Doomed hero's advanced tips

Writing Style:
Use Third Person Limited and write in the Simple Present* tense. Full stop. If for no other reason, it will keep everyone's posts consistent. It is also what most PbP posters use.

* Note that we are specifically using the Simple Present to describe something that 'is true in the present' (ie. what our character is doing).

Keep it moving:
Painlord says "Always be pushing" but I think "Keep it moving" captures it a little better. After all, you can pull as well as push. The main idea is to always provide a hook for another character to pick up on and keep the game moving towards the goal. If your post doesn't provide a way forwards, consider revising it. After all, we do want to finish the adventure some time this century, right?

Eg. Post that doesn't keep it moving.

Jambon sits down, head in hands, heavily wounded and exhausted from the fight

Eg. Simple modification to the above that keeps it moving.

Jambon sits down, head in hands, heavily wounded and exhausted from the fight. "Well, friends, looks like we all need a rest. Shall we set up camp for the night?"

Maps:
For all my games, I use Google Draw to simulate minis and a play mat / game board. They are publicly editable (with the link) and you shouldn't need a Google account to use them.
Everyone needs to update their own positions as part of their posts. Where this isn't possible, please describe where you would like to move to, and I will do it next time I'm near a laptop. If anyone is able to do so before me, please do feel free to move them for me! This is known as "a Lockwood" or "Lockwooding". eg. "Please Lockwood my token to just north of the werewolf", "Sure thing, just Lockwooded you."

Please, please, please write about how your character moves in the post. Don't just say "see my location on the map". That will help to maintain the roleplaying flavor and also make sure we don't have to constantly flick between the map and the gameplay thread to find out what's going on. It can also help me to adjudicate what happens as you move. But the most important reason is: your position on the map will change over time, but your post will not. Describe your movement.

Finally, in adjudicating movement (mostly for attacks of opportunity and traps) I will assume you take the most direct route to an enemy while still avoiding attacks of opportunity and hazards. If you close to a square and you can't get there within your available movement without provoking, I will make an AoO against you. Otherwise, though, I will assume your character doesn't move like a brain-damaged zombie and avoids such things. If you would like to specify how you move, please use a dashed line to show where you moved (or describe it if you're posting from a phone).

Important conclusion:
Thanks for reading. If you are trying to get into one of my games, please PM me for a special question that (if answered correctly) will rocket you to the top of the selection list. Of course, everyone who wants in on one of my games should send me a PM, but I'm realistic. Doesn't mean you shouldn't be rewarded for reading, though!


Female N Half-giant (Jettur) Pathwalker Psychic Warrior 1 | HP: 16/16 (0 Nonlethal, 0 Temp) | AC: 17[18] (10[11] Tch, 17[18] Fl) | CMB: +5, CMD: 15[16] | F: +4, R: +0, W: +3 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft. | Maneuvers: 3/3 | PP: 7/7 | Active conditions: Battle Mantra(+1 insight to AC)

Dotted the gameplay thread. Working on the rest of the stuff.

Do you really want maneuvers, active stances and prepared spells listed in the tagline? That seems like a lot of clutter. I'm happy to do it if you think it's good though, just wondering.


Dice Rolls | Tactical

Vara Great question. So if I understand the archetype correctly, your Maneuvers are similar in some regards to spells of a casting class in that you get to pick what you are going to use for the day. Then you get to use each maneuver once per combat. So you don't need to keep your readied maneuvers in your tagline, you can have them accessible on your character sheet in your profile which I see you do. Maybe we can use a Maneuver tracker like Maneuvers 3/3 in your tagline like I would have a casting class use. Each time you use a maneuver in combat, update it accordingly

eg. Vara uses Body of Delusion in combat -> tagline now reads Maneuvers 2/3.

How does that sound?


Female N Half-giant (Jettur) Pathwalker Psychic Warrior 1 | HP: 16/16 (0 Nonlethal, 0 Temp) | AC: 17[18] (10[11] Tch, 17[18] Fl) | CMB: +5, CMD: 15[16] | F: +4, R: +0, W: +3 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft. | Maneuvers: 3/3 | PP: 7/7 | Active conditions: Battle Mantra(+1 insight to AC)

That seems just fine.

One thing to note is that she has a class feature that lets her ready them (or rather, a number up to her wis modifier, but it's +3 and she has 3, so that won't be relevant unless she levels a couple times) once expended during combat, as do all the maneuver classes and archetypes, but basically yes.

Edit: also, figuring that this is pbp, I think I should state my plans for immediate actions; If Vara has an Immediate Action available, and her Body of Delusion is currently readied, she'll use it the first time she takes damage from an attack. Strictly speaking, she has to declare the use of the immediate action after the attack hits, but before the damage is rolled, so this is me declaring that now.


Male NG Human Soulknife (Gifted Blade) 2/Aegis 1//Stalker (Brutal Slayer) 3 | HP: 47/47 | AC: 17 (12 Tch, 15 Fl) | CMB: +7, CMD: 17 | F: +5, R: +8, W: +8 | Init: +3 | Perc: +8, SM: +8 | Speed 30ft | Power Points: 9/9, Ki Pool: 3/3, Active conditions: Astral Skin, Elemental Nimbus.

When you say we aren't starting until the 8th, does that mean we aren't responding to the gameplay prompt until then?


Dice Rolls | Tactical

There was a lot to read and do. I didn't want to put any undue pressure on anyone but yeah go ahead and start to role play. :)


NN Dromite (Fire) Dread (Nightmare) 2 | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +2, R: +6, W: +3 | Init: +3 | Perc: +7 | Speed 20ft | Power Points 10/10 | Active conditions: None.

I hope I've sorted my vitals taglines ok.

Thank you for all the effort you've put into this already. I've had so many GM disappear on me, You're not one of them it seems.

I'll try and keep on top of your post requirements.


Dice Rolls | Tactical
Squirm wrote:
I hope I've sorted my vitals taglines ok.

Looks good.

Squirm wrote:

Thank you for all the effort you've put into this already. I've had so many GM disappear on me, You're not one of them it seems.

I'll try and keep on top of your post requirements.

Your welcome. My gaming group and I pride ourselves on high quality role play and efficient PbP gaming. Hope you have fun :)


Dice Rolls | Tactical
Squirm wrote:
"A$$es"

Anyone have an issue with cursing? Now is the time to voice your opinion.

Some games I play our characters curse, others not. Whatever makes you all comfortable. Personally, I don't have a problem with it and I lol'd a bit


Dice Rolls | Tactical

Update

So all four characters have dotted in, 3/4 have their taglines up to date and filled out the dice roll doc.

::slow clap::

Well played. I see that we have started role playing too, keep it up and have fun with it. I will check the thread at my normal rate, numerous times per day, and once we are all properly checked in we can start the adventure. Hope everyone is as excited as I am.

Please make sure to check out the Campaign Info tab as I will update it as we move along.


Dice Rolls | Tactical
Vara. wrote:
Edit: also, figuring that this is pbp, I think I should state my plans for immediate actions; If Vara has an Immediate Action available, and her Body of Delusion is currently readied, she'll use it the first time she takes damage from an attack. Strictly speaking, she has to declare the use of the immediate action after the attack hits, but before the damage is rolled, so this is me declaring that now.

Thanks for posting that. I was going to bring this up but there is no bad time to let me know things like this. I call this SOP - Standard Operating Procedure, and it covers normal things that adventure types would do like look for traps, cast Detect Magic or Resistance.

So Body of Delusion is that from Path of War Expanded? I don't have Expanded. If you could PM me a link or a screen shot I would appreciate it.

Anyone else have a similar condition/ability?


Male NG Human Soulknife (Gifted Blade) 2/Aegis 1//Stalker (Brutal Slayer) 3 | HP: 47/47 | AC: 17 (12 Tch, 15 Fl) | CMB: +7, CMD: 17 | F: +5, R: +8, W: +8 | Init: +3 | Perc: +8, SM: +8 | Speed 30ft | Power Points: 9/9, Ki Pool: 3/3, Active conditions: Astral Skin, Elemental Nimbus.

It may help to familiarize yourself with the d20pfsrd. Almost all of the Path of War stuff is on it, Sleeping Goddess included.


GM_TheBobJones wrote:
Vara. wrote:
Edit: also, figuring that this is pbp, I think I should state my plans for immediate actions; If Vara has an Immediate Action available, and her Body of Delusion is currently readied, she'll use it the first time she takes damage from an attack. Strictly speaking, she has to declare the use of the immediate action after the attack hits, but before the damage is rolled, so this is me declaring that now.

Thanks for posting that. I was going to bring this up but there is no bad time to let me know things like this. I call this SOP - Standard Operating Procedure, and it covers normal things that adventure types would do like look for traps, cast Detect Magic or Resistance.

So Body of Delusion is that from Path of War Expanded? I don't have Expanded. If you could PM me a link or a screen shot I would appreciate it.

Anyone else have a similar condition/ability?

It's on d20pfsrd (all of expanded is by now), of the Sleeping Goddess discipline. Can't link directly to the maneuver, but the whole discipline is here, you'll just have to scroll a little bit.


Dice Rolls | Tactical
Neils D. Lafont wrote:
It may help to familiarize yourself with the d20pfsrd. Almost all of the Path of War stuff is on it, Sleeping Goddess included.

I am quite familiar with d20pfsrd, it was the Sleeping Goddess part I was missing.

Thanks for the clarification all.


NN Dromite (Fire) Dread (Nightmare) 2 | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +2, R: +6, W: +3 | Init: +3 | Perc: +7 | Speed 20ft | Power Points 10/10 | Active conditions: None.
GM_TheBobJones wrote:
... and I lol'd a bit

Was originally going to be "A$$holes" but I felt "Asses" was more in character. I don't have any issue at all with language.

Is everyone (mainly GM) ok if I make a slight change to my powers known, now we know a bit more about the party? (i.e. no healing...)


Dice Rolls | Tactical

Works for me.


Female N Half-giant (Jettur) Pathwalker Psychic Warrior 1 | HP: 16/16 (0 Nonlethal, 0 Temp) | AC: 17[18] (10[11] Tch, 17[18] Fl) | CMB: +5, CMD: 15[16] | F: +4, R: +0, W: +3 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft. | Maneuvers: 3/3 | PP: 7/7 | Active conditions: Battle Mantra(+1 insight to AC)

What more needs to be added in order for the document and the taglines to be complete?


Dice Rolls | Tactical

@ Christaph Please reread the discussion thread above on how to update your tagline. Or check your PMs. :)


Dice Rolls | Tactical

Looking like we are good enough. Expect the adventure to start sometime tomorrow.


Dice Rolls | Tactical

Welcome to combat. You will find a link to the Tactical Map in both my tagline and the Campaign Links.

Please note that I run PbP combat in blocks. So if you open the Combat Table (and you should) after the furred creature, it will be Neils, Christaph, Squirm, (round 1) and Vara (round 2) in any posting order. There might be times when we will hold to strict initiative and I will let you know.

Good luck!


Dice Rolls | Tactical

Minor nitpick - sorry. It is me not you

Vara. wrote:

"Ambush!" Vara roars, reflexively swinging her axe at the thing, taking a half-step back to make room.

Attack roll: 1d20 + 5 ⇒ (19) + 5 = 243d6 + 7 ⇒ (3, 3, 3) + 7 = 16

Please use separate rolls and lines for attacks and damage.

eg
Attack roll: 1d20 + 5 ⇒ (18) + 5 = 23
Ax Damage: 3d6 + 7 ⇒ (6, 5, 4) + 7 = 22

Wish you had those rolls I bet ;)


Dice Rolls | Tactical

As Squirm pointed out there are no grid lines on this map. There was no map provided in the Module, and this is one of my stock maps. So do your best with movement. And yes, the character portraits are 5-foot squares.


NN Dromite (Fire) Dread (Nightmare) 2 | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +2, R: +6, W: +3 | Init: +3 | Perc: +7 | Speed 20ft | Power Points 10/10 | Active conditions: None.

Psionic Endowment

...as my level one feat! Completely neglecting finesse.

Serves me right for finishing crunch in the early hours of the morning. Oh well onward and upward!!!


Female N Half-giant (Jettur) Pathwalker Psychic Warrior 1 | HP: 16/16 (0 Nonlethal, 0 Temp) | AC: 17[18] (10[11] Tch, 17[18] Fl) | CMB: +5, CMD: 15[16] | F: +4, R: +0, W: +3 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft. | Maneuvers: 3/3 | PP: 7/7 | Active conditions: Battle Mantra(+1 insight to AC)

Nitpick: Niels is listed as 'Neila' several places.


Dice Rolls | Tactical
Vara. wrote:
Nitpick: Niels is listed as 'Neila' several places.

Nitpick: You mean I misspelled Neils?

You are correct. I use tables on Simplenote to post on my phone at work and my chubby fingers did cross the 's' with the 'a'.

Working on correcting that.

Thank you Vara and sorry Neils :)


Dice Rolls | Tactical
Christaph - The Elan Psion wrote:
Am I still able to manifest a power or is that next turn?

Long answer: So what did you do in your post?

Monster Lore Check

SRD, monster lore wrote:
Action: Usually none. In most cases, a Knowledge check doesn't take an action.

So you have your 'normal' turn remaining: move, standard, free actions, swift action.

Short answer: Yes.


Female N Half-giant (Jettur) Pathwalker Psychic Warrior 1 | HP: 16/16 (0 Nonlethal, 0 Temp) | AC: 17[18] (10[11] Tch, 17[18] Fl) | CMB: +5, CMD: 15[16] | F: +4, R: +0, W: +3 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft. | Maneuvers: 3/3 | PP: 7/7 | Active conditions: Battle Mantra(+1 insight to AC)
GM_TheBobJones wrote:
Vara. wrote:
Nitpick: Niels is listed as 'Neila' several places.

Nitpick: You mean I misspelled Neils?

You are correct. I use tables on Simplenote to post on my phone at work and my chubby fingers did cross the 's' with the 'a'.

Working on correcting that.

Thank you Vara and sorry Neils :)

Hah! :D

Sorry, it's a common name where I come from, just with the letters reversed - I didn't even notice his one was different.


Male Elan TN Psion Lev 2 | HP: 20/20 | AC: 14 (13 Tch, 13 Fl) | CMB: +3, CMD: 13 | F: +3, R: +2, W: +5 | Init: +2 | Perc: +8, SM: +4 | Speed 30ft | Energy Ray: Unlimited | Powers: 1st 5 | PP 6/14 | Active conditions: None. Character Sheet

ok! Tagline should be completely updated, just waiting to hear back if the DM wants me to remove that link to the Character sheet or not.


Male Elan TN Psion Lev 2 | HP: 20/20 | AC: 14 (13 Tch, 13 Fl) | CMB: +3, CMD: 13 | F: +3, R: +2, W: +5 | Init: +2 | Perc: +8, SM: +4 | Speed 30ft | Energy Ray: Unlimited | Powers: 1st 5 | PP 6/14 | Active conditions: None. Character Sheet
GM_TheBobJones wrote:
Christaph - The Elan Psion wrote:
Am I still able to manifest a power or is that next turn?

Long answer: So what did you do in your post?

Monster Lore Check

SRD, monster lore wrote:
Action: Usually none. In most cases, a Knowledge check doesn't take an action.

So you have your 'normal' turn remaining: move, standard, free actions, swift action.

Short answer: Yes.

Thanks! I just wasn't sure how you ruled allowing me to yell out that info. That's why I put that I assumed I still could, just wanted to be clear.


Male NG Human Soulknife (Gifted Blade) 2/Aegis 1//Stalker (Brutal Slayer) 3 | HP: 47/47 | AC: 17 (12 Tch, 15 Fl) | CMB: +7, CMD: 17 | F: +5, R: +8, W: +8 | Init: +3 | Perc: +8, SM: +8 | Speed 30ft | Power Points: 9/9, Ki Pool: 3/3, Active conditions: Astral Skin, Elemental Nimbus.

Please dont bot me Ill be posting in the next six hours


Dice Rolls | Tactical

Plenty of time. Bots in 24 hours from time of post so no worries.


NN Dromite (Fire) Dread (Nightmare) 2 | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +2, R: +6, W: +3 | Init: +3 | Perc: +7 | Speed 20ft | Power Points 10/10 | Active conditions: None.

I think you've got us all whipped with your requirements, love it!


Dice Rolls | Tactical

Trust me, I have been in some horrible PbP games. I will do everything in my power to deliver a great game. My 'requirements' are truly to make your game better. :)


Male Elan TN Psion Lev 2 | HP: 20/20 | AC: 14 (13 Tch, 13 Fl) | CMB: +3, CMD: 13 | F: +3, R: +2, W: +5 | Init: +2 | Perc: +8, SM: +4 | Speed 30ft | Energy Ray: Unlimited | Powers: 1st 5 | PP 6/14 | Active conditions: None. Character Sheet

Ok, updated my tag to include my current power points.


Dice Rolls | Tactical

So bravo - first round of combat knocked out in less than 12 hours.

One of the reasons that I wanted to run this is to get a better understanding of psionics. So please indulge me some questions and observations.

Christaph so Mind Thrust cost 1 Power Point - correct?

Neils So you have the Elemental Nimbus stance (which is a free action to ready) and then you used Spark Strike. Did that cost you a Power Point? Did you lose that ability if you didn't hit?

I am thinking about holding a charge with a spell like Shocking Grasp.

If that is correct, please make sure to update your Power Points.


Male NG Human Soulknife (Gifted Blade) 2/Aegis 1//Stalker (Brutal Slayer) 3 | HP: 47/47 | AC: 17 (12 Tch, 15 Fl) | CMB: +7, CMD: 17 | F: +5, R: +8, W: +8 | Init: +3 | Perc: +8, SM: +8 | Speed 30ft | Power Points: 9/9, Ki Pool: 3/3, Active conditions: Astral Skin, Elemental Nimbus.

Elemental Nimbus and Spark Strike are both from Path of War Elemental Flux discipline.

Elemental Nimbus is a stance. Stances are like styles; they require a swift action to activate and their effects are continuous until you enter a different stance.

Spark Strike is a strike. It requires a standard action to activate and deals an extra 2d4 of my active element (electricity/air). Had it missed, I would still have expended the readied maneuver.

Neither of them cost a Power Point to activate. The only discipline that has maneuvers interacting with Power Points is Sleeping Goddess.

At 1st level Soulknife doesn't really have any psionic powers in the same way that psychic warrior or psion does. Most of the Soulknife powers are more passive in that they don't use any resources. Really my power point pool is only going to come into play around 4th level and for initiating Sleeping Goddess maneuvers.


Dice Rolls | Tactical
Neils D. Lafont wrote:

Elemental Nimbus and Spark Strike are both from Path of War Elemental Flux discipline.

Elemental Nimbus is a stance. Stances are like styles; they require a swift action to activate and their effects are continuous until you enter a different stance.

Spark Strike is a strike. It requires a standard action to activate and deals an extra 2d4 of my active element (electricity/air). Had it missed, I would still have expended the readied maneuver.

Neither of them cost a Power Point to activate. The only discipline that has maneuvers interacting with Power Points is Sleeping Goddess.

At 1st level Soulknife doesn't really have any psionic powers in the same way that psychic warrior or psion does. Most of the Soulknife powers are more passive in that they don't use any resources. Really my power point pool is only going to come into play around 4th level and for initiating Sleeping Goddess maneuvers.

Got it.

So what did entering your Stance, or tacking on a Strike, cost you? I am just wondering what the limiting factor of the class is.


Male NG Human Soulknife (Gifted Blade) 2/Aegis 1//Stalker (Brutal Slayer) 3 | HP: 47/47 | AC: 17 (12 Tch, 15 Fl) | CMB: +7, CMD: 17 | F: +5, R: +8, W: +8 | Init: +3 | Perc: +8, SM: +8 | Speed 30ft | Power Points: 9/9, Ki Pool: 3/3, Active conditions: Astral Skin, Elemental Nimbus.

Stance doesn't necessarily cost me anything, other than I cannot enter another stance without spending a swift action.

Maneuvers (Strikes, Boosts, and Counters) are expended when they are used. In this case, I used Spark Strike - one of my three readied maneuvers - meaning that it is unusable until I recover it.

Different classes have different recovery methods. Almost all initiators can recover a single maneuver as a standard action. For the War Soul specifically, they can instead choose to spend a full round action to recover a number of maneuvers equal to their Wisdom modifier. If they are attacked during the next turn, they also get free counter attacks.

This is all Path of War material, which is an adaption of 3.5's Tome of Battle. It is also known as the Weaboo Fightan' Magic or Martial Spellcasting.

My character is built as the hammer - I aim to put out a lot of punishment to anything I can get at. This means my Initiation Modifier will be slightly lower than, say, Aidan or Vara who may opt to take some more counters or debuff maneuvers that involve their Initiation Modifiers more.


Dice Rolls | Tactical

Thanks Neils Very interesting. I am used to the 'new' classes and the myriad point reservoirs.


Male Elan TN Psion Lev 2 | HP: 20/20 | AC: 14 (13 Tch, 13 Fl) | CMB: +3, CMD: 13 | F: +3, R: +2, W: +5 | Init: +2 | Perc: +8, SM: +4 | Speed 30ft | Energy Ray: Unlimited | Powers: 1st 5 | PP 6/14 | Active conditions: None. Character Sheet
GM_TheBobJones wrote:

One of the reasons that I wanted to run this is to get a better understanding of psionics. So please indulge me some questions and observations.

Christaph so Mind Thrust cost 1 Power Point - correct?

Yes, 1 Power point, unless I should choose to augment it. Augmenting by 1 more PP adds another d10 to the damage, augmenting by 2 PP raises it to 3 d10 dam & raises the DC by 1. As far as I know the only limit to how much I can augment is my PP reserve.


NN Dromite (Fire) Dread (Nightmare) 2 | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +2, R: +6, W: +3 | Init: +3 | Perc: +7 | Speed 20ft | Power Points 10/10 | Active conditions: None.
Christaph - The Elan Psion wrote:
... As far as I know the only limit to how much I can augment is my PP reserve.

Your manifester level is also a hard limit. You cannot spend more points on a power than your manifester level. (unless you've got some funny class/race ability)

It means Lvl 1 is pretty pedestrian but power ramps pretty well and lower level powers remain relevant.


Female N Half-giant (Jettur) Pathwalker Psychic Warrior 1 | HP: 16/16 (0 Nonlethal, 0 Temp) | AC: 17[18] (10[11] Tch, 17[18] Fl) | CMB: +5, CMD: 15[16] | F: +4, R: +0, W: +3 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft. | Maneuvers: 3/3 | PP: 7/7 | Active conditions: Battle Mantra(+1 insight to AC)
Christaph - The Elan Psion wrote:
GM_TheBobJones wrote:

One of the reasons that I wanted to run this is to get a better understanding of psionics. So please indulge me some questions and observations.

Christaph so Mind Thrust cost 1 Power Point - correct?

Yes, 1 Power point, unless I should choose to augment it. Augmenting by 1 more PP adds another d10 to the damage, augmenting by 2 PP raises it to 3 d10 dam & raises the DC by 1. As far as I know the only limit to how much I can augment is my PP reserve.

You can never spent more points on a power than your manifester level for that power. Manifester Level is the same thing as Caster Level, only for psionics.

That's also why the feats Overchannel and by extension Talented, are so good for manifesters.

Incidentally, the Sleeping Goddess discipline also uses 'Augment by spending pp', but has a much harder limit on pp spending; starting as 1 maximum, then increasing by +1 at level 4 8 12 16 and 20.


Female N Half-giant (Jettur) Pathwalker Psychic Warrior 1 | HP: 16/16 (0 Nonlethal, 0 Temp) | AC: 17[18] (10[11] Tch, 17[18] Fl) | CMB: +5, CMD: 15[16] | F: +4, R: +0, W: +3 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft. | Maneuvers: 3/3 | PP: 7/7 | Active conditions: Battle Mantra(+1 insight to AC)

Oh, come on. Seriously?


Dice Rolls | Tactical

I know how frustrating those dice rolls can be. It'll get better.

Point of Reference

Vara. wrote:
Free action 5ft. step south, Std. Action Attack. Free action, change the insight bonus of Battle Mantra to apply to AC. +1 to AC.

So if you would please, update your tagline like this

AC 17[18]

to show that your normal AC is 17, but currently modified to 18.

That goes for all conditions that modify something in your tagline. The [] indicate a temporary adjustment.

Keep up the good work all!


Dice Rolls | Tactical
Squirm wrote:
Christaph - The Elan Psion wrote:
... As far as I know the only limit to how much I can augment is my PP reserve.

Your manifester level is also a hard limit. You cannot spend more points on a power than your manifester level. (unless you've got some funny class/race ability)

It means Lvl 1 is pretty pedestrian but power ramps pretty well and lower level powers remain relevant.

I knew that. I knew that. I remember reading it! Takes victory lap around the family room holding the American Flag


NN Dromite (Fire) Dread (Nightmare) 2 | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +2, R: +6, W: +3 | Init: +3 | Perc: +7 | Speed 20ft | Power Points 10/10 | Active conditions: None.

Ouch! The dice are not your friend today Vara!


Female N Half-giant (Jettur) Pathwalker Psychic Warrior 1 | HP: 16/16 (0 Nonlethal, 0 Temp) | AC: 17[18] (10[11] Tch, 17[18] Fl) | CMB: +5, CMD: 15[16] | F: +4, R: +0, W: +3 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft. | Maneuvers: 3/3 | PP: 7/7 | Active conditions: Battle Mantra(+1 insight to AC)

That sucks. It's up to you guys now.

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