The Rift
(Inactive)
Game Master
Nicos
Initiative order
*Insert random chatting in here*
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50
I'm setting up my domains. Since i have taken the Priest Class, it allows me 3 Domains. I have chosen Travel and Charm. The final one, I have to choose either Chaos or Good... I believe their subdomains are also good. From these Three, which would be helpful? They are all part of the Chaos Domain
Protean
Revelry
Whimsy
I see merit in each of these subdomains.
1 person marked this as a favorite.
|
Male Goblin Vivisectionist Trap Breaker 10
Revelry is really nice but 8th level substitutes are unlikely to matter in a game that doesnt go past 5th. Good Hope is still a good capstone spell though.
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50
Nathanael and Amsheagar, please you put your stats in your alias mini-description as the rest have done.
Don't forget the CMD and perception, Nathaniel. Your stats (str, dex and that) are not really important, but it would be helpful to me to have your mount AC, saves and CMD easily visible.
M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2
I'm not sure what's the rule here for Daverion's Wolf's trip attack. The damage done by the wolf is negated by the creatures DR, so I'm not sure if you can then try to trip. DR negates many extra effects (like poison or stunning fist), with this one I have no clue.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
So a question here about combat progression, I'm still a scrub at PbP so sorry but I may have a few more of these.
Since combat started, are we expected to post in order of initiative or can we state our plan of action before others have taken theirs?
M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2
Universal Monster Rules trip wrote: A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return. The text says "if it hits with the specified attack" not referencing if the attack does damage or not.
J e a n wrote:
Since combat started, are we expected to post in order of initiative or can we state our plan of action before others have taken theirs?
You can make posts (with your PC talking or other form of free actions), but you can't take your turn before it's actually your turn.
In others PBP I usually go with group innitiative, where all the players take their action in whatever order they want and then all the monster do the same.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Alright, thanks for the info, I was getting conflicting information from other games I was spying on and I didn't know what Group initiative was, Got it straight now.
However, we are using block initiative. It means that when PC (and monsters) are next to each other in the initiative order, they can act in whatever order they prefer. That's the case of Jean and Durivig in this fight.
J e a n wrote:
When they will save for evil eye it just drops the duration of it's effect to 1 turn rather then Int Mod + (1/2)Level, You might already know this but I wanted to mention it.
Well, I just made a quick glance at the ability and missed that part. However, i think the effect of the evil eye that last 1 turn ends at the beginning of your turn, before you can cackle to extend it one more turn.
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
Yeah you are right, I always forget you need to cackle the turn you drop it if you fail the will save if you want to keep the debuff active, action economy confuses me sometimes. It's a Cornerstone mechanic of my most played calss, So of course I'm gonna forget how it works. That's just how it do lol
Male Goblin Vivisectionist Trap Breaker 10
If it helps at all, my attack shoulda done one more damage.
I'm having a lot of problems to make a post after the page maintenance.
M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2
Whoops posted on the wrong character there!
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50
This slow arsh has finally updated his character and is caught up... sorry about the slowness.. Busy weeks at work.
This is the last week at the university, and I'm grading a lot of stuff. I should be free to post on Wednesday.
Male Pig CR 1/3 Pig |
Unacceptable, What's more important to you, Your Career or random shlubs on the internet?
Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7
So I will change my vote if that will move us along. I have an itch that only vomiting spiders on someone can scratch.
Recent threads in Play-by-Post Discussion
|