cognitive dissonance (Inactive)

Game Master icehawk333


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Male (M) Hobgoblin magus 3

He said he let us choose.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Castell Danza wrote:
I believe mine went into HP, but after all the adjusting downward of skills, I'll have to change that in the future. I'm fairly certain Tavi don't have racial FCB's.

They don't.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Christopher "Chris" Farrell wrote:
He said he let us choose.

Once I found out you could retrain them like anything else, that became the option.

Assuming you're talking about FCB.

This post is rather abiguous in what it replies to.


Male (M) Hobgoblin magus 3

Yes that is what I am referring to


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Well, as i just said, you can retrain it normally like anything else.


Male (M) Hobgoblin magus 3

I was reading up on hobgoblins and found somethig interesting

"Of all the goblinoid races, the hobgoblin is by far the most civilized."

They also have many capable engineers and alchemists,

Hobgoblins aren't monsters in the traditional sense, in a way they're almost worse, they're the enemy army

If hobgoblins are "largely unchanged" an individual hobgoblin would likely be seen as a deserter from the enemy army, not trusted, but likely not killed on site
A group of them would be seen as a raiding party

They also look fairly humanlike


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

1) humans are not entirely rational beings. You're still the enemy, still kill on sight.

2) hobgoblins may not be incredibly inhuman, but they are still easy to spot.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

I haven't found any rules for retraining a favored class bonus, but there's no reason you shouldn't be able to. We can house rule it using the standard retraining rules.

Since hit points take 3 days to retrain and skills take 5 days to retrain, I'd adjudicate that favored class bonus' should take 4 days to retrain.

Hit points allow you to gain 1 HP per retraining session of you are not at your max. Skills allow you to retain a number of points equal to your int bonus (minimum 1). Favored class bonus should be somewhere in between - say 2 per session?

If we set it at 4 days, then each retraining session will cost 40 x your level in GP.

A quick glance at the forums suggests an even harsher route: you have to retrain an entire class level in order to change your favored class bonus. I think this is too extreme.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal
Christopher "Chris" Farrell wrote:

I was reading up on hobgoblins and found somethig interesting

"Of all the goblinoid races, the hobgoblin is by far the most civilized."

They also have many capable engineers and alchemists,

Hobgoblins aren't monsters in the traditional sense, in a way they're almost worse, they're the enemy army

If hobgoblins are "largely unchanged" an individual hobgoblin would likely be seen as a deserter from the enemy army, not trusted, but likely not killed on site
A group of them would be seen as a raiding party

They also look fairly humanlike

Yeah, hobgoblins are LE, and have typically played the role of evil militaristic army fighting against some other race in the various D&D settings. They're very structured, very militaristic. Makes them quite frightening. :)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Middle ground seems fair, more so when you changed race at the start of the game.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

Now we just need some cash. :)


Male Strix Alchemist 3
Merek Montague wrote:
Now we just need some cash. :)

*cough*


Male (M) Hobgoblin magus 3
icehawk333 wrote:

1) humans are not entirely rational beings. You're still the enemy, still kill on sight.

2) hobgoblins may not be incredibly inhuman, but they are still easy to spot.

1) depends on where you go, near hobgoblin settlements, oh definitly, farther away, maybe, maybe not.

2) goblin and hobgoblin have a whole range of skin colors,
Some are even normal human flesh colored
I rolled a D4, I'm light orange if I wear my robe and hat, I look like a human with a bad case of scurvy (a vitamin deficency)... From a distance anyway,


Male Lizardfolk C/G Ninja 3 | HP:23/23 | AC: 14 | Ki: 3/4 | Hero: 1/3
Christopher "Chris" Farrell wrote:
icehawk333 wrote:

1) humans are not entirely rational beings. You're still the enemy, still kill on sight.

2) hobgoblins may not be incredibly inhuman, but they are still easy to spot.

1) depends on where you go, near hobgoblin settlements, oh definitly, farther away, maybe, maybe not.

2) goblin and hobgoblin have a whole range of skin colors,
Some are even normal human flesh colored
I rolled a D4, I'm light orange if I wear my robe and hat, I look like a human with a bad case of scurvy (a vitamin deficency)... From a distance anyway,

I don't imagine most guards would have the knowledge skill to tell a hobgoblin from any other monster, let alone think that they are deserters from a hobgoblin army, and even if they did, I imagine there are penalties for desertion in a hobgoblin army, so that might make a deserter viewed as more dangerous, as they have little else to lose


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Still a disquise check, as always.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

So... what's the roll to make a Lizardfolk look human? I'm curious how the disguise skill will make their elongated snout look like a flat human face. :)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Merek Montague wrote:
So..: what's the roll to make a Lizardfolk look human? I'm curious how the disguise skill will make their elongated about look like a flat human face. :)

-2 "diffrent race"

I find the disguise rules halarious, as the penalty for elf -> human is tenchicaly the same as medium octopus -> human.

now, if I were to do things more reasonably, it would largely depend on how much you actuslly showed of yourself.

The trick would be getting the mouth hidden in darkness well enoguh, while not drawing attention to yourself so people don't look close.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

The GM can always adjudicate a harsher penalty for things that don't make sense. Unless, of course, magic was involved.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Merek Montague wrote:
The GM can always adjudicate a harsher penalty for things that don't make sense. Unless, of course, magic was involved.

Indeed. I just find that funny. I edited the post a bit.


Male Lizardfolk C/G Ninja 3 | HP:23/23 | AC: 14 | Ki: 3/4 | Hero: 1/3

I'M A DOCTOR!


Male (M) Hobgoblin magus 3

My normal outfit has most of my body, to include my mouth covered by cloth, and I wear a large hat that shades everything else
Unless people got close they wouldn't see much, nor suspect anything really
The problem is that I didn't invest heavily in disguise, it wasn't in character prior to start of game to put more than one rank in it.


Male Lizardfolk C/G Ninja 3 | HP:23/23 | AC: 14 | Ki: 3/4 | Hero: 1/3

I have a question. I was just reading the abilities the Ninja gets later on, and a level 6 ability they have is Light Steps:

Light Steps:

At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

The level 7 ability for my Katana of Storms is:
7th Level:

The wielder of the katana is unnaturally light, and can walk on objects that are barely solid- he gains a +10 to acrobatics, and with a DC 30 acrobatics check, can walk on water at half his normal speed.

How do these two interact, does that mean I can move double speed over water and be able to stop on it with a dc 30?


Male Lizardfolk C/G Ninja 3 | HP:23/23 | AC: 14 | Ki: 3/4 | Hero: 1/3
Christopher "Chris" Farrell wrote:


The problem is that I didn't invest in disguise, it wasn't in character prior to start of game.

=D


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Yep. It also allows you to fish while standing on water, if you can keep making the check.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Christopher "Chris" Farrell wrote:

My normal outfit has most of my body, to include my mouth covered by cloth, and I wear a large hat that shades everything else

Unless people got close they wouldn't see much, nor suspect anything really
The problem is that I didn't invest in disguise, it wasn't in character prior to start of game.

Indeed.

Perhaps, then, you'll need to find a way to work aorund thst in chsrecter.


Male (M) Hobgoblin magus 3

My skill bonus is +4, what would the modifiers for the outfit I mentioned be?


Male Lizardfolk C/G Ninja 3 | HP:23/23 | AC: 14 | Ki: 3/4 | Hero: 1/3
Christopher "Chris" Farrell wrote:
My skill bonus is +4, what would the modifiers for the outfit I mentioned be?

I have a +9 to disguise, you aren't alone in this =p


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Christopher "Chris" Farrell wrote:
My skill bonus is +4, what would the modifiers for the outfit I mentioned be?

Donno off the top of my head. I'll think on it.

I don't think I need to answer right away.

Anyway,who wants to skip to arrival?


Human

If there's nothing else to be done until then I vote yea.


Male Lizardfolk C/G Ninja 3 | HP:23/23 | AC: 14 | Ki: 3/4 | Hero: 1/3

I vote yea as well, with Edgar scouting ahead and whatnot


Inactive

Fine with me.


Edgar Storm wrote:
I'M A DOCTOR!
♣♠Magic♦♥ wrote:

About large size, but that's not happening for a while. XD

Can't help but picture Spiderman's Lizard.

Hey. Lizard's been claimed. :P

Kidding. Haven't found good Ref pic yet.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

According to zevris, the house is a large treehouse, with several trees connected to each other.


Post up.

I can slap together a simple MS Paint floor plan if requested.


Forgot to mention there's a distinct lack of raccoon pelts, despite raccoons being easy game.


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Inactive

I was looking at updating my spells for the day when I found this.


Human
Sarrissa wrote:

I was looking at updating my spells for the day when I found this.

Heh, good thing no one here has a natural stench of their own or casts off... the... Druid...

Riiiiggght.


Making a map. Posts in a bit.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

Ok; I think I caught all the typos in that post.

Whew. Wipes the sweat from his brow.


Sorry I took so long.

Z's House Map

Sorry for sucky resolution too. Just kinda wanted to get it done. Should be in even-ish five foot squares.


Male (M) Hobgoblin magus 3

I cannot read the labels on my phone...


Human

And a contrast to Merek's positive decision. Yay, character shifts!

EDIT: I know it's shorter than the last one, but I'm a slow typist and after seeing a great post like that, I couldn't resist.

And that thing near the workbench is what I think it is? Oh dear. Welp, I guess Cas is a little closer to the workshop than I thought.


Inactive

Doesn't someone have speak with animals? Talk to the chinchilla...


It's a hole in the floor with a lid. :P

-------

Labels are fairly inconsequential if you read his tour post.

-------

That'd be a good idea. You should suggest it to Mr. Int-5. :)


Human

Wait. Can I communicate with the Chinchilla? Or am I receiving Osmosis thoughts?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

No, Neither.

Sorry, I rarely post throguhts.

I think I'll try and switch to standard posting. One sec, I'll format it better.

EItner way, he's just hanging around, thinking to himself.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal
Castell Danza wrote:

And a contrast to Merek's positive decision. Yay, character shifts!

EDIT: I know it's shorter than the last one, but I'm a slow typist and after seeing a great post like that, I couldn't resist.

And that thing near the workbench is what I think it is? Oh dear. Welp, I guess Cas is a little closer to the workshop than I thought.

Thanks! And yours was good, as well. :)


2 people marked this as a favorite.
M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
icehawk333 wrote:
Yep. It also allows you to fish while standing on water, if you can keep making the check.

Wow, really?

Really.
Fish.

While that kidna makes sense in context, it's also not what I meant to say.

I meant to say fight.
But you can fish too, I guess.


Human
icehawk333 wrote:
icehawk333 wrote:
Yep. It also allows you to fish while standing on water, if you can keep making the check.

Wow, really?

Really.
Fish.

While that kidna makes sense in context, it's also not what I meant to say.

I meant to say fight.
But you can fish too, I guess.

I mean, if they're both correct, hey, why not say both? I will say though, that sounds pretty cool. My neat trick is burninating people with non-lethal fire. I guess it's more like mace than napalm? Still puzzling that one out.


Male Lizardfolk C/G Ninja 3 | HP:23/23 | AC: 14 | Ki: 3/4 | Hero: 1/3
Castell Danza wrote:

I know it's shorter than the last one, but I'm a slow typist and after seeing a great post like that, I couldn't resist.

Yeah, I had to as well, I was feeling inadequate XD

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