GM Crunch, Before the Dawn (CORE) (Inactive)

Game Master Saving Cap'n Crunch

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Sovereign Court

Bandits of Immenwood | Before the Dawn

Hello, all! I already have most of the information I'll need for your Chronicles. But feel free to roll Day Job checks, and please mention anything special about your character (boons, important non-CORE options).

Good to have you here!

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek is more than happy to join the expedition.

"Although I must say, I have heard the odd bad thing about Bloodcove. Still, this sounds most exciting."

oratory, day job: 1d20 + 11 ⇒ (9) + 11 = 20

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

Need to finish leveling up to 5.

The Exchange

Male Gnome Sorcerer (elemental (air)) 5 AC18(T13,FF16) CMD 11| HP 38/38| F +5 R +4 W +5 | Init +2, Perc +2, Sense Motive +0 | (6/8 1st left, 3/5 2nd left)

I'd have to wait until I'm home to double check any boons, but I don't think Wrig's got any nonCore options at the moment.

Profession (Barrister): 1d20 + 8 ⇒ (9) + 8 = 17

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Other than being a Cleric of Desna (Travel/Liberation) nothing unusual.
P:Gambler: 1d20 + 5 ⇒ (8) + 5 = 13

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Also spending 2,000 gp to upgrade the MW short sword to +1

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Day job roll--Perform(Dance): 1d20 + 4 ⇒ (19) + 4 = 23

I'll probably have a purchase or two, but I have to total up current gold on hand.

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

I foresee a lot of sneak attack dice being rolled with this party.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere sells his venerable masterwork chain shirt and buys a mithral breastplate, along with an amulet of natural armor +1 and a cloak of resistance +1 (gets 125 gp, pays 6200 gp). Then he calls in a couple of favors from his faction to get a wand of endure elements (2 PP).

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

It will be a pleasure to ride with Tere again!!

Shredder just hasn’t been the same.

No day job.... all eaten by Shredder

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

Having a hard time pick me level 4 rage power. The core ones are mostly disappointing.

I should make up my mind and post in gameplay by tomorrow

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Likewise, Alaric!

I miscalculated...should be paying 7200 gp.

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23
Ēoswulf Gērmwynson wrote:

Having a hard time pick me level 4 rage power. The core ones are mostly disappointing.

I should make up my mind and post in gameplay by tomorrow

I do not play Barbarians (Bloodragers, yes) but let's look. Wow, they do blow. After filtering the ones that are 8th level or higher, there are not many good options.

Animal Fury: If you had improved unarmed strike/grapple, then it might be something to consider.
Guarded Stance/Rolling Dodge:Move action for a +1 Dodge for melee/ranged? Having them shaken is of more use since they take a -2 to hit you.
Intimidating Glare: Move action. Well, you do have intimidate.
Low-Light Vision: Just get some goggles.
Moment of Clarity: Not worth it since you still use a round of rage.
No Escape: Not worth it. (Maybe if there are no other foes near you)
Powerful Blow/Surprise Accuracy: +2 to damage/to hit once per rage and you have to declare it before you roll? Pass!
Quick Reflexes: Very circumstantial.
Raging Climber/Jumper/Swimmer: Must be raging to use it? Ugh!
Renewed Vigor: If it did not tack on "For every four levels the barbarian has attained above 4th" then it would be of use.
Roused Anger: Circumstantial since you will tend to wait it out after combat.
Scent: Ugh.
Superstition: Pass. The +3 to resist spells, supernatural abilities,
and spell-like abilities is nice but it makes it harder for the friendly cleric to heal you.
Swift Foot: The +5 to movement might be useful but after you get face to face with your enemy, you are busy hitting it.

I guess go with Intimidating Glare. The -2 penalty on attack rolls, saving throws, skill checks, and ability checks is useful

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

I had just picked No Escape... now I have to think about Intimidating Glare. The problem is that Ēoswulf is never going to be great at intimidation. I think the foes where this would come in handy with are probably going to make their saves (or have a DC that's too high; I don't remember how intimidation works in combat in PF1).

No Escape is situationally useful. One of those "when it applies, you're really glad you have it" powers. Probably a reason to go stand next to spellcasters. It would be better if he used a reach weapon/close weapon combo, to give them more incentive to withdraw.

Sovereign Court

Bandits of Immenwood | Before the Dawn

I happen to like No Escape. When it works it's a lot of fun.

Anyway, I forgot to PM Alaric and Khellek, but just did so. This box text is massive, I condensed it a fair bit. Love the scenario though!

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Also raing climber can be pretty cool at times.

Sovereign Court

Bandits of Immenwood | Before the Dawn

So which tactic are you going for? It looks like Tribesmen or Turncoats, but I just want to confirm.

And which way are you headed first? All of the locations are mechanically equidistant.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Ugh, it's been long enough since I've ran a 1E game. Looks as if our APL is 5.5, with 6 players. Are we playing in the 3-4 or 6-7 tier?

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

I'm easy. With a good combination of 5s&6s we should be able to go high, but if anyone is worried, I'm happy to go low. Just a reminder, that Khellek doesn't really contribute any direct damage in a combat.

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Has to be up since we have 6 players and it is a season 0-3 adventure.

Per pg 11 Season of the Ten PFS Guild Guide
Scenarios in Seasons 0 through 3 were designed for four characters. For these scenarios, if the APL is between subtiers, a party of six or seven characters must play the higher subtier. Parties with four or five characters must play the lower subtier

Sovereign Court

Bandits of Immenwood | Before the Dawn

Sounds good to me. This could've been a cakewalk otherwise.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

I'm happy to split the cost of the horses and the scenario end by the way.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

Thanks. I was hoping some of you would. Anyone else?

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

I am sure we can get that settled before the end of the adventure. Not sure if we end up having to do a raise dead or worse if the dice roller is going to be this bad. Hoepfully we do not have the same problem with saves or combat.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

I'll also pitch in for the 150gp, as well as the usual communal costs to remove conditions.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

Alaric is also willing,
after all, had we fought, we'd have likely burned through some resources.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

As an aside does anyone know any scenarios with Runestones of power (especially for a 2nd or higher level spell slot) on them?

Sovereign Court

Bandits of Immenwood | Before the Dawn

I might've seen one on a Seeker scenario, which isn't much help. None beyond that, though.

Also, sorry about the map, it's pretty barebones. I had planned to use what I had from my last run, but my computer recently up and changed from a Chromebook to a PC through some Chromebox shenanigans. The next part should have a better map.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

That’s a story I’d like to hear! And what does that all mean?

I hope it isn’t as simple as you had to replace your chrome book.

Sovereign Court

Bandits of Immenwood | Before the Dawn

From what little I know of my machine (which isn't a lot), it's just a box built to run Chromium and Windows. When I got it several years ago, I never much used the latter part over security paranoia. Just as well, as I stopped being able to access the feature early on.

More recently, I started halfheartedly trying to find it again, considering the Windows side can run actual applications. I don't know what I did, but it started working again and both OS's lived in harmony for about two days. Then I updated the Windows system (to 10? Or was it already there? No clue) and I believe that's why the Chromium side is now inaccessible. Not a massive loss, but some files are gone and Windows is taking time to get used to.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

If I understand how Chromebooks work... Shouldn't the "lost" files still be on your Google account? In Google drive or something?

Sovereign Court

Bandits of Immenwood | Before the Dawn

With Drive, yeah, that's what I figured. Some weren't. They're probably floating around within reach, I'm just not very tech-savvy. I'll take a more informed stab at it with some help at some point.

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Might just do a search on "My Chromebook is now a PC, what happened?"

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

Did we "Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic."? If so I will be checking that box on my season 6 faction card.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Not this last one!

Sovereign Court

Bandits of Immenwood | Before the Dawn

Yes, the encounter with Elanzo could've been a fight. Could've been even after the payoff, but you guys didn't roll high on Sense Motive.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

I *knew* (as a player) that he was ripping us off.

Oh well, the dice treat you that way sometimes. Was there more that he was hiding than just the $$$ amount?

Sovereign Court

Bandits of Immenwood | Before the Dawn

Well, Elanzo would've charged you 300, down to 150 because of your Diplomacy rolls. That was a bit much either way, but still. But he did drug Raimondo, your timing was just convenient. He lied about that even when you told him not to, which could've gone badly, but he rolled well.

Now your caravan master has things mostly in order, but is sleeping off 3 Intelligence damage and 8 Wisdom damage.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

Sorry for not posting today. I had a work-over-the-weekend project that exploded into an all nighter. Expect a post from me tomorrow or Wednesday and bot me until then

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

Weird... somehow the posts got swapped around for Alaric and Shredder.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

My wife is in labor right now. I probably won't post for the next week. Please bot me as necessary.

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Good luck for everyone.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Exciting!

Best wishes.

Sovereign Court

Bandits of Immenwood | Before the Dawn

All good! Here's hoping it all goes well.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

Baby is perfect! Momma is doing well overall but has a few lingering things I'm a little worried about. She'll be okay.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Glad to hear everyone is/will be all right.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Well done to all three of you. Baby's are a real treasure, if an exhausting one.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

I asked about the light level because Tere can hide in plain sight if he's within ten feet of an area of dim light. My understanding is that he would take a move action, and make a Stealth check opposed by the enemy's Perception check. If successful, he would be able to do his sneak attack damage. Does this sound reasonable?

Sovereign Court

Bandits of Immenwood | Before the Dawn

That could work, but might take some setup. You'd have to go under the dock with Stealth, then pop out to attack.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

As I read the description of the ability (below), I'm not sure he has to actually move into the area of dim light--if he's close enough to it, he can supernaturally fade from view with a successful Stealth check. That seemed to be the consensus in the Rules Questions threads I looked at, as well, including some corroboration from James Jacobs.

PRD wrote:
Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

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