We Who Are About To Die... (Inactive)

Game Master Doomed Hero

Gladiators Wanted! Come one, come all, risk your life for wealth, glory and the entertainment of the masses. Newcomers always welcome!


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(HP 16/16, AC 12 CMD 12, Fort +5, Ref +2, Will +5)
Chessna'ra wrote:
A five foot step can be used. Actually, it's the only way that you wouldn't have provoked an AOO. So you still have a move action for the round, if you have something to do with it.

Well, the five foot step WAS my move action, no? You don't get a 5 ft step, move action, AND standard action. Just a move and standard, and my move action was the five foot step down.


(HP 16/16, AC 12 CMD 12, Fort +5, Ref +2, Will +5)
Zib Blepib wrote:

I agree with mel, this would cost gold but a really good use of the trait is to actually make potions, most if not all the extracts can be made into a potion, so if taking the time and gold you could self buff up the wazoo without even using extracts :P Thats what I plan on doing, certain buffs i dont want to prepare as extracts I will make as potions

Edit: However I will go with whatever you say, It is a fun game and being able to use a bomb and a mutagen in the same turn at some pont will be quite nice :P

My main character is an alchemist. Alchemical Allocation is your best friend (Heroism ftw)


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Melashara the Crone wrote:
Chessna'ra wrote:
A five foot step can be used. Actually, it's the only way that you wouldn't have provoked an AOO. So you still have a move action for the round, if you have something to do with it.
Well, the five foot step WAS my move action, no? You don't get a 5 ft step, move action, AND standard action. Just a move and standard, and my move action was the five foot step down.

Actually, you get a Standard Action, a Move Equivalent (which could be used to grab the key) and a 5' step. If you use the Move Equivalent to Move, you don't get a 5' step.

So technically you could use your Move action to grab the key as long as you have the reach to do it. (you're the only character that does, lucky you.)


(HP 16/16, AC 12 CMD 12, Fort +5, Ref +2, Will +5)
Doomed Hero wrote:
Melashara the Crone wrote:
Chessna'ra wrote:
A five foot step can be used. Actually, it's the only way that you wouldn't have provoked an AOO. So you still have a move action for the round, if you have something to do with it.
Well, the five foot step WAS my move action, no? You don't get a 5 ft step, move action, AND standard action. Just a move and standard, and my move action was the five foot step down.

Actually, you get a Standard Action, a Move Equivalent (which could be used to grab the key) and a 5' step. If you use the Move Equivalent to Move, you don't get a 5' step.

So technically you could use your Move action to grab the key as long as you have the reach to do it. (you're the only character that does, lucky you.)

Really? Is that your house rule, or is that a Pathfinder core rule? Sweet!

So I can use my move action I still have to pick up the key, and can I drop it in Chess's square as a free action?


Male Duergar Alchemist (Vivisectionist) 1

That's actual rules. A 5-foot step can be taken as long as you use no other action to move, with exception to spells and the like from my understanding.

Example: Five foot step (Free) + Draw a weapon (Move) + Cast a spell (Standard) is a legitimate way to spend a round.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

That's standard pathfinder. If you use your Move action to do anything but move, you can make a 5' step. You can make that step before during or after any other action, including between attacks.


Male Human (HP 19/19, AC 13 CMD 18, Fort +5, Ref +5, Will +4,)

What kind of action is it to use a cannon? How are attack rolls made with it?


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Karlov 'Muscle Wizard' Britol wrote:
What kind of action is it to use a cannon? How are attack rolls made with it?

It's a standard action attack roll. It's just a Simple ranged weapon that seems to fire water balloons, which can be used to ice people, sleds, the track, whatever.


Male Duergar Alchemist (Vivisectionist) 1

Hmm...options options for the next round. I'm afraid I might make someone very angry by the end of this.


(HP 16/16, AC 12 CMD 12, Fort +5, Ref +2, Will +5)
Doomed Hero wrote:
That's standard pathfinder. If you use your Move action to do anything but move, you can make a 5' step. You can make that step before during or after any other action, including between attacks.

Huh, never knew that. So, is it ok if I just add that action in another post? I totally would have used a move action had I known it was in the rules.

Do you mind?


Male Drow Noble Dawnflower Dervish (Bard) 1

Sorry, don't mind my ramblings! My question was answered by your conversation.

Five foot steps are a beautiful thing.


Male Duergar Alchemist (Vivisectionist) 1

So the bridge breaks and falls. I seem to have messed up with my take a ten route, but I would have to ask if that means my sled rams into theirs as the bridge in term would seem to drive me towards them.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Mel go ahead.

Zar'zan It breaks but it doesn't fall. It's still attached on your side. It will increase your Drive difficulty until it's dealt with (though kicking it free or something like that will be pretty easy now.)

You might also be able to knock it free by ramming another sled on that side.


Male Duergar Alchemist (Vivisectionist) 1

Does it effect movement for that turn or will this be the following round?


Male Elf Alchemist (Clone Master/Preservationist)

So it seems I sparked some controversy here. Now looking at my turn it does look a little screwed so if DM Doomed would like I have no problem re-doing my turn.

EDIT: I probably should've mentioned this a while ago but this is my first time playing Pathfinder or PbP so if anything I do looks weird, there's the distinct possibility I screwed up.


Male Human (HP 19/19, AC 13 CMD 18, Fort +5, Ref +5, Will +4,)

Oh, what happens to the key on the bridge?


Loot Tracker Current Map

Varniel, your action was mostly fine. You can drink the mutagen and make the DD check.

Next round you can load and fire. We'll just assume that the end of your post this round was a description of you starting the loading process.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Zar'zan It will effect next round's DC.

Karlov It's still attached to the bridge, hanging from Zar'zan's sled, but it's not likely to stay there long. All the jostling and crashing is probably going to send it into the snow.


Given that a few people still haven't acted and there's been some heavy discussion, I'm going to delay my round 2 wrap-up for a while to give people who haven't acted yet little more time.

Round 2 will end in 3 hours.


Male Drow Noble Dawnflower Dervish (Bard) 1

I didn't think Varniel made the DC check this round. Not to point fingers or anything. There's a whole lot of chaos with everyone here. I'm having a lot of fun with it, personally. See you folks in the morning!


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Chessna'ra wrote:
I didn't think Varniel made the DC check this round.

It's really not that hard of a DD check. It's basically already meant to do this. It's just putting a grenade into a water balloon launcher.

Gonna be real ugly if he fumbles though.


Male Elf Alchemist (Clone Master/Preservationist)

Would I know I screwed it up if I missed by less than 5?


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Varniel wrote:
Would I know I screwed it up if I missed by less than 5?

Yeah. Don't worry, it's fine.

Basically the cannon loads from underneath. You just had to pry open a panel on top to load it that way. It was a pretty simple job. Almost like they might have been designed with this sort of thing in mind...


Male Duergar Alchemist (Vivisectionist) 1

Zgyjhu, I believe you're down. You only stay up till your Con Modifier + 1 by the house rules. Do you have something else that would keep you up?


Male Human Samurai 1 (Order of Cockatrice)

Had I not be a Samurai, I would be unconscious. I've never seen resolve in play before but man it is a battle/race saver.
Now I just need Gwrrr'rrr not to hit me again :P

Um, did you not see my actions? Immediate action Resolve.
I even wrote the limits: stay conscious, stabilized, but staggered (although I don't take damage if I act) .


Male Duergar Alchemist (Vivisectionist) 1

Ah. Yeah, never really played with a Samurai before myself.


(HP 16/16, AC 12 CMD 12, Fort +5, Ref +2, Will +5)

It looks like Severus might not get a chance to take his turn before the update. I know his action would be grandstanding, but is it also assumed that he would move action take 10 to drive his sled 50 ft straight forward? I mean, why not, right?


Male Gnome Alchemist(Grenadier) 1

When I read Gwrrrrs responses I think of the Hulk from Ultimate series...


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Kinda having a blast going nuts with this guy, my main character I play right now is actually a 20str monk with vows of peace and truth...similar abilities (actually, way more ridiculous damage) but VERY different roleplay.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Round 3

Ryujin:
Your Monkeysheep wants to go right. You can go with him at the base DC for this round, or you can try to force him to obey you at an additional +2. In addition to the Drive check, I need you to make a balance check to keep your feet. You're on an icy surface and just got yanked unexpectedly.

Lorth and Joboo:
You're pinned against the wall. Your speed is reduced to a base of 40 this round. On the other hand, you're quite stable from it. Balance checks are made at a +4.

Zib and Valk:
Ryujin's monkey sheep just dodged your back end, and swung out at you. Zib, your Drive check is increased by 4 this round. Valk, please give me a Reflex save. Failure indicates either 1d4+4 damage from the monkey sheep, or being Stunned for 1d4 rounds from being hit by the spinning cannon (your choice)

Zgyhju and Severus:
Your bridge just got forked on the back of another sled. Zyg, give me a DC 15 Balance check to take a free 5' step in any direction you choose. If you fail, give me a DC 15 Reflex save to avoid falling off the bridge as it collapses.

Gwrrr and Samson:
Your Monkeysheep is veering to the right. You may choose to drift to the right this round, or you may try to get it back under control by increasing the Drive check by +4. The snow spray from Zar'zan's sled is reducing your vision to only 10 feet and increasing the Fort save DC against Numbing by 2 this round


Loot Tracker Current Map

If you don't have a spoiler it means nothing I needed to rule on happened to you this round. Lucky you.

Round 3 begins now.


HP 78/78, AC 25/12/23, Saves 11/5/14

In the spirit of death or glory....

DM Doomed:
Would you allow a cinematic action for Lorth to vault Joboo and seek to ride Magnus bareback?
I would posit that an Acrobatics check is required to get there, and I'll throw up a Ride check for if I manage to make it there.
I'm thinking I'd only be able to get onto Magnus this round, then would need to spend additional actions to sever the link to the sled, etc. in the coming rounds.
Does that sound acceptable?


Loot Tracker Current Map

Lorth:
Absolutely. Sounds like an Acrobatics check and then a "running mount" Ride check to me. What do you plan on doing with Joboo? Leaving him? Sticking him in the pouch?


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

I would like to use acrobatics (since I'm on the cart) to start a full run towards the north. Is there something preventing this that I'm not seeing? I am thinking acro check to get down without falling, if I fall I have to waste move action getting up so I can only do a standard run, if I succeed I can get my full round run? Would fort check happen before or after the acro (dex penalty would affect acro)?


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I'm not following you. Toward the North, as in "up on the map"? The opposite direction of the race?


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Yep.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Ok, just so there's no surprises, the snow is thick. Moving in it is Difficult (1 square counts as 2) and you cannot Run. Double move at 1/2 speed is as fast as you can go.

If that's ok with you, go right ahead.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

OK, cool, that's what I was getting at. I will modify my plan accordingly.


Loot Tracker Current Map

Sleep time. G'ight folks.


HP 17/18, AC 18/14/13 CMD 17, Fort +1, Ref +7, Will +0,

Already at work but good night anyway :p


Ninja 8
Stats:
Init +5, Perc +11 // HP = 53/53 // AC:20, T:16, F:15 // F +3, R +12, W +2 // CMB +8 / CMD +23 // Speed 30'

Holy sign on to about 160 posts!

Hey all, had a rough time getting to Kyiv, Ukraine and only had limited time to get online due to work and generally exploration of my new surroundings. So I'll still be absent from posting for at least another day or so. Thanks Lorth for running Joboo for me. Hope you dont mind continuing to do so. If not then understandable if my poor little gobbo takes a well deserved beating for being distracted by all the real snow and cold around him.


HP 17/18, AC 18/14/13 CMD 17, Fort +1, Ref +7, Will +0,

Just keep following the course, you'll probably run into a big angry orcdude. He'll take care of that well deserved beating ;)


Male Gnome Alchemist(Grenadier) 1

Did anyone take splash damage from my bomb? also what did it do the wall?


Male Human Samurai 1 (Order of Cockatrice)

Well, I fell off. Guess I can attack Gwrrr'rrr next round that we are both on the snowy ground.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Just a headsup, snow or no snow, a fatigued guy can't run or charge, GWRRR'RRR. ;)


HP 78/78, AC 25/12/23, Saves 11/5/14

Doomed - I've not moved either Joboo or myself as the success or failure of our actions will dictate where we end up.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Zgy: Yeah, if your cart doesn't skid over and damage you, and if I don't knock you out first. Fair warning, fatigued status prevents running, charging, and is -2str -2dex, but I can still move and get 2 attacks before your turn. If you're still prone it's not likely to end well. Now, I might have a plan that keeps you in this...don't wanna give you any spoilers for next round. :)


Male Elf Alchemist (Clone Master/Preservationist)

I'm going to leave the cannon ready for loading for future rounds. More pressing matters now that someone punched the bridge through.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

A couple things:

1) is zarzan still invisible? I don't want to include him in my commentary unless I know if loric can see him.

2) it looks like ryujin took improved trip as a bonus monk feat. I was under the impression that everyone had imp trip/bullrush/sunder/all the maneuver feats for free. Might want to switch that one out for something else ;)


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
Sir Loric the Righteous wrote:

A couple things:

1) is zarzan still invisible? I don't want to include him in my commentary unless I know if loric can see him.

2) it looks like ryujin took improved trip as a bonus monk feat. I was under the impression that everyone had imp trip/bullrush/sunder/all the maneuver feats for free. Might want to switch that one out for something else ;)

1) His stats on the map say he's still invis. If he dropped it, that needs to be updated.

2) I asked the DM about this when we first started and it's still not clear to me. He said we don't get any of the improved maneuver feats, we still have to spend feats for those. But I still don't get it since there are no basic maneuver feats...anyone can do the maneuvers without feats. The improved feats let you do them without AoO. Maybe DH was thinking about a different rule system?

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