World Serpent Arena

Game Master Monkeygod


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ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Maybe. Again, I'd say "unoptimized for what"? I guess we'll see if it's an effective or useful build once we're in the arena. >:D

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

true enough, either way, so long as fun is had, that's what matters


Got my green light from Awesome! See you guys in-game. :)


Male Weremonkey Rogue/Ranger/Trickster

Some of the impending revisions to the classes Jason talked about last week seem intriguing.

I believe the idea is to make the Warpriest more of self healer/buffer, as well as being a total badass with his deity's favored weapon, probably adding in some special abilities there.

The Hunter is apparently going to get a lot of special abilities to really make him and his animal companion a deadly duo.

I think Investigator is going to lose most if not all of its Sneak Attack, in favor of other abilities.

I find it funny that so many people are "bashing" the ACG classes, saying "Oh, what's the niche here? what's the point of this class, etc" When they have only been out for two weeks come tomorrow.

There is still a LOT of time for them to be revised, tweaked, reworked and made better.


Male Aasimar Inquisitor 2 | AC 17, touch 14, FF 13 | Fort +5, Ref +4, Will +6 | HP 14/17 | Init +7, Perception +8, Sense Motive +11
Monkeygod wrote:

I find it funny that so many people are "bashing" the ACG classes, saying "Oh, what's the niche here? what's the point of this class, etc" When they have only been out for two weeks come tomorrow.

There is still a LOT of time for them to be revised, tweaked, reworked and made better.

I agree that there's plenty of time for revision, and I know some people are bashing them, but I think it's quite relevant to ask what the niche is. In a game with 19 base classes and dozens of archetypes already existent, it's important to have a real reason behind releasing any new classes. They need to be more than "let's mash these two together;" they need to be flavorful, unique, and useful. So far the main one for me that isn't doing that is the Warpriest, which is getting revised anyway. Haven't delved deep into the revised Arcanist, but it seems to be very interesting and different from the other magic users.

But, that's a discussion for another thread, isn't it?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I like Gish characters, magus makes it's way into almost all of my gestalt builds


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

When do we expect the next round to get started?


Male Archangel of Awesome Paladin of Badassery 20

I can start now, and then wait a day or so to begin round 2. Let's see how the first fight goes.


M death touched aasimar 4 magus (Myrmidarch)/4 quinningog zen archer monk

I'm ready to rumble


Male Aberrant Aegis/Rogue (Physical Exemplar)

I'd be willing to ref for you if you want to get a second fight going.


Male Archangel of Awesome Paladin of Badassery 20

I can probably run two at a time, its more just wanting to see how things go, how terrain and hazards/traps play out, if I need to tweak anything on the fly, etc.

If it becomes a bit much, I definitely will take you up on the offer.

Cliff and Tacita can both usually post a fair amount, and hopefully Spirit and Annie can as well, so the one day should get me a good feel for how this is going to go. Not expecting the fight to be over, but I'm hoping for at least a few rounds of combat.


M death touched aasimar 4 magus (Myrmidarch)/4 quinningog zen archer monk

as a note, cliff should be able to get situated fairly quickly, with a climb speed of 30, base speed of 50 and (not that it is likely to come up) a swim speed of 40


Male Archangel of Awesome Paladin of Badassery 20

I don't expect everybody to need the full two minutes, and if all are ready prior, the fight will begin early. Just wanted to give people a decent amount of "get ready time", if they want it.

Edit: I figure it took you about 30 seconds to get to you perch, moving at full speed, gets you 250 feet base, minus however much you want to use climbing.

If you want more time/distance, that's on you, but remember, two minutes in total.


M death touched aasimar 4 magus (Myrmidarch)/4 quinningog zen archer monk

should I roll a stone cunning perception roll to find traps or "unusual stonework"


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

ok I need a little clarification.

we were brought into what appears to be a bedroom. we stay there for a couple of minutes then we are transportedt o the arena?

also the arena is set up like some kind of city street?


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

And also, should I wait to introduce my gladiator until this fights finished (to keep the narrative clean during combat times), or go ahead and bring him in while they fight?

I'm fine either way.


M death touched aasimar 4 magus (Myrmidarch)/4 quinningog zen archer monk

When the door closed it turne into this place


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Are you in 4 separate gray rooms? Or are you starting in a group unless you intentionally split up?


Male Archangel of Awesome Paladin of Badassery 20

Sorry, I had intended to explain more in my initial post getting the group there but clearly forgot.

The four of them went into one room, teleported as a group, but then arrived with 50 between each team.

You then have two minutes to put more distance tween yourselves, if you so desire.

Cliff, can you post saying exactly how far from the entry point you moved, and how high you climbed?

This goes for the rest of you as well. I don't plan to seriously enforce certain distances, but spell/weapon ranges will matter.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Do you have a map you're working from? Or are you hoping to handle it narratively?


Male Archangel of Awesome Paladin of Badassery 20

I think it can be handled sans a map. At least for now. I can be pretty descriptive, so if people need more details I can accommodate that.

If it becomes apparent that isnt working, I'll look into maps.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

cool


M death touched aasimar 4 magus (Myrmidarch)/4 quinningog zen archer monk

It depends on whether or not I am followed, if so by whom, and whether or not Annie says anything


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

Cliff PM to you


M death touched aasimar 4 magus (Myrmidarch)/4 quinningog zen archer monk

Gotcha,
And DM, does stone cunning or or carrion scent give me anything with this Perception check take ten: 10 + 12 = 22 +2 for stone cunning if it applies, +8 if carrion scent applies


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

How big is the Tree-man? Medium-sized?


Grushdeva du kalt misht
Eben's Circus wrote:
How big is the Tree-man? Medium-sized?

Small


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

that's awesome! I didn't realie that until your partner tried to pick you up.

Nice.


So is this the first fight? Or was there one that already happened?


M death touched aasimar 4 magus (Myrmidarch)/4 quinningog zen archer monk

this is the start of the first fight amongst PCs yeah


Gotcha. Cool. I didn't realize i was in at the beginning. :)

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

clarification: amongst 4 of the PCs


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

Can I have a theme song for the second match up?


Male Tiefling Brawler Arcanist Gestalt

Here comes Vi


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7
Shyvana the half dragon wrote:
Here comes Vi

the Annie theme song actually kinda sucks so I am choosing something different...

I do Like Jinx theme song, but not for this character.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet
Spirit of the Wild wrote:
Everyone is waiting on Tacita... Would anyone mind if my Preparing was edited slightly? No visible actions, just a single prepared one?

You talking about a Readied action? in that case, I'd think you could only do it once in combat... so no Readying in the prep time.

Awesome, thoughts?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'd say it would only be fair if the rest of us could as well, but that puts the ones that got higher initive at a disadvantage, which is not cool


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

I think it makes most sense just to disallow readied actions until combat actually starts.


Grushdeva du kalt misht

Actually a readied action is the type of action prepared

Also.

We were given more than six seconds of time, we are in combat, and if you chose to ready an action that puts the others at no more disadvantage than...

A height advantage?

Taking cover/sneaking?


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

I don't believe you guys are in combat, though. You were given 2 minutes of prep time and then asked to roll initiative. Combat starts once initiative starts.

Which is why I believe a blanket 'no readied actions' makes most sense.


Male Aasimar Inquisitor 2 | AC 17, touch 14, FF 13 | Fort +5, Ref +4, Will +6 | HP 14/17 | Init +7, Perception +8, Sense Motive +11

I'd say no readied actions until it becomes a more conventional combat--as in, two or more people have made contact and are in a small(ish) area where they're likely to be attacking one another. Then, when initiative is clear, readying should be okay.

Like, if somebody saw another combatant on a street (in the current battlefield), and hid around a building, they could presumably ready an action to attack them when they round the corner. And once they're both fighting, they could probably ready actions. But while they're just hanging around? No readied actions to shoot the first schmoe you see while you're hanging out on a rooftop or something like that, I think.


Male Archangel of Awesome Paladin of Badassery 20

I agree with Eben and Loup, certain instances aside(Sniper actions come time mind), you really need to be in combat more than you are currently to ready an action.

However, PM me what you want to Ready, and I'll see if I'll allow it anyways.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Is it assumed that our characters can see the events of the arena?


Male Archangel of Awesome Paladin of Badassery 20

Yes, I'll make a post about that shortly.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet
Spirit of the Wild wrote:
spell is grease DC 13 Reflex save, DM decides if the fire around you lights the grease... Preparing a move action

Sorry to be this guy again, but do you mean you're readying a move action? Because I believe that's illegal.

from the PRD (combat section) wrote:

Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

So while you can ready a move action, it still takes a standard action to do so. So unless you have the ability to take 2 standard actions in one round, you've already used your standard action to cast the spell at Annie.


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

Hmm that makes no sense, but because the rules state that I cast grease and that is it


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Sorry, not trying to be a punk. I just think that in a pvp environment, the rules need to be commonly understood/upheld... else things just get crazy fast.


RETIRED

I did my stuff right, right?
I'm not great at this game. That's why I don't expect to live long. :(


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

Tac I comments above but there are some questions that MG will have to make a judgement call on.

Namely if your chameleon power still applies while sneaking up on Annie. I would say no but then again I can be a real heartless DM.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet
Tacita Venator wrote:
1d20+3+4+2+10+20Stealth Full speed

That's a hefty bonus. Where's the +20 at the end coming from? I see your skill ranks, class skill bonus, dex modifier, and chameleon power. But what's that big one at the end? (if you don't mind me asking)

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