GM Nazard's The Ascended (Inactive)

Game Master Nazard

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Male CG Peri blooded Aasimar, Crossblooded Sorcerer (Dragon & Celestial bloodline) Lvl 2, Archmage & Marshal tier 1 HP 16/16 | acid,fire,cold,electric resist 5 | darkvision 60ft | AC-12 T-11 FF-12 | F+2 R+2 W+3 |CMB+2 CMD 13 | Init+1 | Perc +1 (+2 if familiar is close) | Spells (1st - 2/4) | Mythic pool 1/5 Wand of Magic Missile (x15 charges, cl 1)

Javell DeLeon: I am familiar with the Mythic rulse, I am running my second mythic game, though they have not hit the Mythic stuff yet in this one. Pending how the game goes I have already picked out my paths I want to take. Mythic substance is a good one but I have plans for other ones.

Conri is young and a little dumb. He does not know if this place is dangerous. But he does know the Cathedral is famous and figures it will be busy later in the day. And he is hoping to awaken some kind of Clerical power and figures he might have a better chance with less people around. Also he would have been able to sleep on the ship and figures he can find somewhere to sleep later in the day.


Nazard wrote:
Deaths Adorable Apprentice wrote:

Still could use whatever you were planning as all genders are a possible option for my little mage. Explore away!

So I have a mechanical question, more like a request. I do not particularly care for my racial spell like ability. And the Aasimar have a lovely chart that lets you roll for random other abilities. Can I roll on that random chart to see if I get something fun?

Roll twice and choose. If you don’t like those you can gamble on my roll.

Hi, I'm back and I'm working on my character. I'd also like to roll on this.

1d100 ⇒ 3 <--"As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch."
1d100 ⇒ 83 <--"You feel energized and gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider."

Well, in a party of aasimar (aasimars?) we're all or mostly all good outsiders, right? Sounds like I should go with this second one.


Andostre wrote:
Nazard wrote:
Deaths Adorable Apprentice wrote:

Still could use whatever you were planning as all genders are a possible option for my little mage. Explore away!

So I have a mechanical question, more like a request. I do not particularly care for my racial spell like ability. And the Aasimar have a lovely chart that lets you roll for random other abilities. Can I roll on that random chart to see if I get something fun?

Roll twice and choose. If you don’t like those you can gamble on my roll.

Hi, I'm back and I'm working on my character. I'd also like to roll on this.

1d100 <--"As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch."
1d100 <--"You feel energized and gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider."

Well, in a party of aasimar (aasimars?) we're all or mostly all good outsiders, right? Sounds like I should go with this second one.

That does sound like a good plan.

Speaking of party of aasimars, Edward has the Scion of Humanity racial trait, meaning he looks like a human without needing a disguise roll. Is anybody else taking that alternate racial trait, or do the rest of you look obviously extra-planar?


I went with the Peri-Blooded (Emberkin) and the weirdest part at a glace about them is that they typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. emberkin often feel an insatiable need to continually perform acts of good.

I like the angst of them. And I was thinking of the yellow eyes. Peri blooded have a fondness and skill with fire. So I would like him to be way warmer to the touch than is considered normal. And I am thinking of possibly taking the Angel Wings feat. So that I get scaly and fluffy wings at a later.

I would also really like a weird shadow. Cause that is an option on the random physical traits thing. Like an animated or winged or metallic shadow.

But I am planning for Dragon Disciple so my goal is for Conri to be strange looking in a fascinating way


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Conri Cailean wrote:
Javell DeLeon: I am familiar with the Mythic rulse, I am running my second mythic game, though they have not hit the Mythic stuff yet in this one. Pending how the game goes I have already picked out my paths I want to take. Mythic substance is a good one but I have plans for other ones.

Gotcha. Fair enough.


Nazard wrote:
Andostre wrote:
Nazard wrote:
Deaths Adorable Apprentice wrote:

Still could use whatever you were planning as all genders are a possible option for my little mage. Explore away!

So I have a mechanical question, more like a request. I do not particularly care for my racial spell like ability. And the Aasimar have a lovely chart that lets you roll for random other abilities. Can I roll on that random chart to see if I get something fun?

Roll twice and choose. If you don’t like those you can gamble on my roll.

Hi, I'm back and I'm working on my character. I'd also like to roll on this.

1d100 <--"As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch."
1d100 <--"You feel energized and gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider."

Well, in a party of aasimar (aasimars?) we're all or mostly all good outsiders, right? Sounds like I should go with this second one.

That does sound like a good plan.

FYI, I just did some research, and it sounds like what constitutes an "ability check" surprises a lot of people. Basically, since an ability check is just d20 + an ability modifier, and the language of initiative and concentration checks merely state that they are dexterity checks or [spell-casting stat] checks, that those also count as ability checks. (Skill checks are called out as a different sort of check.)

So, I don't see my rogue using concentration checks often, but I just want to make sure you're okay with a +1 to initiative based on this rule.

Nazard wrote:
Speaking of party of aasimars, Edward has the Scion of Humanity racial trait, meaning he looks like a human without needing a disguise roll. Is anybody else taking that alternate racial trait, or do the rest of you look obviously extra-planar?

My street urchin uses dirt and filth (and persistent Disguise checks) to cover up his metallic hair and burnished skin so that he looks more or less human.


Some other things I’m guessing are ability checks (but haven’t looked yet):

Strength checks to open stuck doors or burst ropes
Constitution checks to stabilize when at negative hp
Intelligence checks GMs sometimes use to help out players who aren’t seeing an obvious clue
Charisma checks to counter an artifact or intelligent magic item

None of these ability checks are going to break the game if you have a +1 bonus.


Yes, those were my default assumptions for ability checks. But apparently a lot of people assumed an initiative check was different from an ability check until they read the verbiage that specifically says "An initiative check is a Dexterity check."

Sovereign Court

Male Aasimar (Archon-Blooded) Cleric/4| HP 48/48 | AC 25/14/24 | F+8/R+4/W+9 | Init+4 | Perc+4 | MP 7/9;
DC,SLA,Items:
DC=14+SL;Fire Bolt 3/6 |Channel 6/6 | CLW wands 23/50 50/50 50/50 50/50 50/50

Richard has gotten used to the stares and comments about his looks. He has embraced his archon heritage and used it to guide his actions in an ethical fashion. He has developed quite the reputation as a fair and honest entrepreneur.


Andostre, any chance you could be ready for us to start on Monday?


Yes, I think so.

If I don't have him built completely, I'll have enough there for the roleplay to begin.


Andostre wrote:

Yes, I think so.

If I don't have him built completely, I'll have enough there for the roleplay to begin.

In that case, let me know what brings him to the Ascendant Court at dawn on Arodus 15, 4706 AR.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Richard: HA! Been meaning to mention this but I gotta kick out of 'Richard Wells IV'. I'm almost expecting one of the others to come up with a 'II' or possibly a 'V' after their names. Or maybe both! Then we could be 'II' thru 'V'! :D (I know I know. It is quite cringeworthy. But I just can't help but chuckle about it. What can I say? I'm easily amused). :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Monday it is then. Sweet.


Javell DeLeon wrote:
Monday it is then. Sweet.

Actually, if he’s ready for RP I can start as soon as I get his motivation for being outside the Cathedral.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Heck yeah that'll work for me too. Ready to roll whenever.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

I'll be using this alias. Currently, it still has the stats for the Warpriest/Guardian that I used in the other campaign of yours that I was in four years ago, but I'll be going with an unchained rogue.

Ty is an orphan raised on the streets by a thieves' guild in Absalom. He's heard about what's going down in Ascendant Court, but he's only interested in the crowds that are supposed to be there. Specifically, he's interested in the coin purses attached to the people in the crowds that are supposed to be there.


For anyone interested in such things, a short post has appeared in the gameplay thread.


This is my little familiar. At level 3 I can take the Celestial Servant aasimar feat which slaps on the celestial template. And at level 7 apparently Conri could take the Improved Familiar feat to get a https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/caypup/ which I just learned.

Is that plan ok?


Male CG Peri blooded Aasimar, Crossblooded Sorcerer (Dragon & Celestial bloodline) Lvl 2, Archmage & Marshal tier 1 HP 16/16 | acid,fire,cold,electric resist 5 | darkvision 60ft | AC-12 T-11 FF-12 | F+2 R+2 W+3 |CMB+2 CMD 13 | Init+1 | Perc +1 (+2 if familiar is close) | Spells (1st - 2/4) | Mythic pool 1/5 Wand of Magic Missile (x15 charges, cl 1)

And also about the path ability? I was planning to take the legendary one for the first tier and the Enduring armor at second. But I could flip them depending on when you think would be best for me getting said item


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Conri: Man I don't know if it's just me or what but I'm getting all kinds of jacked up responses to your link. Initially I was getting our tabs to this game. Now I'm getting the Paizo main front page. It's crazy.

So just in case anyone else might be experiencing the same thing, I threw some links down there in hopes that they work.

Improved familiar

And caypup

And I'd be curious to know if they do work correctly for you all. Because FOR ME they are working but that doesn't mean anything when it comes to these boards.

A lot of times when I submit a post, it vanishes. It's actually there, but it vanishes. I refresh the page a couple of times and then it'll pop up. The boards are just weird.


Jayadeva wrote:

This is my little familiar. At level 3 I can take the Celestial Servant aasimar feat which slaps on the celestial template. And at level 7 apparently Conri could take the Improved Familiar feat to get a https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/caypup/ which I just learned.

Is that plan ok?

That plan is fine. He can then retrain the level 3 feat to something else at that point.


Conri Cailean wrote:

And also about the path ability? I was planning to take the legendary one for the first tier and the Enduring armor at second. But I could flip them depending on when you think would be best for me getting said item

The magic item will show up around level 2, tier 1. The first “dungeon” will end at level 3, tier 2. So up to you which way you want to go.


Male CG Peri blooded Aasimar, Crossblooded Sorcerer (Dragon & Celestial bloodline) Lvl 2, Archmage & Marshal tier 1 HP 16/16 | acid,fire,cold,electric resist 5 | darkvision 60ft | AC-12 T-11 FF-12 | F+2 R+2 W+3 |CMB+2 CMD 13 | Init+1 | Perc +1 (+2 if familiar is close) | Spells (1st - 2/4) | Mythic pool 1/5 Wand of Magic Missile (x15 charges, cl 1)

Ideally I would like to keep the Celestial Servant feat. Any extra DR for a squishy familiar is appealing.

Thank you Javell!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Absolutely, bud!


Nazard wrote:
Conri Cailean wrote:

And also about the path ability? I was planning to take the legendary one for the first tier and the Enduring armor at second. But I could flip them depending on when you think would be best for me getting said item

The magic item will show up around level 2, tier 1. The first “dungeon” will end at level 3, tier 2. So up to you which way you want to go.

Either have the ability for the item for awhile but no item, or have the item for awhile and not be able to get everything out of it right away.


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Ty Purgest wrote:

Ty looks at the holy symbol hanging from Edward's neck.

"Oh, wow, is that mithral!? And this old guy was dropping copper pennies!?"

Ty is about to say more before he notices all of the people standing around sporting (less valuable) holy symbols.

Lol! 'Less valuable holy symbols'. Lol! Oh man that's a good one.

I can see it now: "Hello there, lowly cleric of whoever you are. I see your holy symbol is made of wood. HAHAHAHAHAHAHAHAHAHA!!! Wow that is pretty pathetic seeing how mine is made out of MITHRAL. OH YEAH! Check it out." He practically shoves it right in his face. "I know, quite impressive compared to that piece of fire wood you're carrying around. Don't be jealous. It's unbecoming."

Lol!


It’s not what your holy symbol is made of, it’s how you use it that counts!


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Nazard, would you allow the Shield enhancement from your houserules to work once Ty has taken a feat that grants a shield bonus like Two-Weapon Defense?

Nazard wrote:
Shield (enhancement): +1 bonus to AC (regular AC only, not touch AC or flat-footed AC), but only if you are wielding or wearing a shield (or a special weapon like a klarr which provides a shield bonus). A shield spell doesn’t count. Not all characters will make use of this bonus.


Ty Purgest wrote:

Nazard, would you allow the Shield enhancement from your houserules to work once Ty has taken a feat that grants a shield bonus like Two-Weapon Defense?

Nazard wrote:
Shield (enhancement): +1 bonus to AC (regular AC only, not touch AC or flat-footed AC), but only if you are wielding or wearing a shield (or a special weapon like a klarr which provides a shield bonus). A shield spell doesn’t count. Not all characters will make use of this bonus.

Anything that provides a shield bonus is enhanced by the shield bonus house rule, so absolutely. You just only have that bonus when you’re actually double-wielding.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Thanks.

Okay, Ty's character sheet is done. I did it all in Hero Lab, so that's the output that's on this alias' character sheet. But I don't really like Hero Lab's formatting, so I may play around with it at some point. (I wish that I could create my own Hero Lab output format without having to practically learn a programming language.)

But I had taken long enough to get this PC built, and I especially wanted to get Ty's background up to explain some of his motivation.

Let me know if you have any questions or see anything that needs to be changed.


Ty Purgest wrote:

Thanks.

Okay, Ty's character sheet is done. I did it all in Hero Lab, so that's the output that's on this alias' character sheet. But I don't really like Hero Lab's formatting, so I may play around with it at some point. (I wish that I could create my own Hero Lab output format without having to practically learn a programming language.)

But I had taken long enough to get this PC built, and I especially wanted to get Ty's background up to explain some of his motivation.

Let me know if you have any questions or see anything that needs to be changed.

I’m having a lot of trouble calculating some things from your sheet.

For example, you seem to have a 23 point buy: 0, 13, 3, 3, 2, 2
I also can’t puzzle out where your skill ranks are. Skill checks aren’t ability checks so that bonus shouldn’t apply to those.

I also can’t figure out how you got your attack bonuses and damage bonuses. You don’t get Dex to damage until level 3. Did you choose melee attacks as your level 1 house rule bonus?


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
I’m having a lot of trouble calculating some things from your sheet.

Yes, that's why I don't like Hero Lab's output! If you check out some of my other aliases, you'll see that I break things down so it's all more transparent. But because of the houserules, the Elephant feat tax rules, and the Mythic rules, I thought I'd try and build it in Hero Lab since I knew how to have it support those varying rule sets. The downside is I have to rely on HL's output or "translate" it to my character sheet each level up. I'll probably end up re-designing the character sheet on this alias and then level up manually each time.

Nazard wrote:
For example, you seem to have a 23 point buy: 0, 13, 3, 3, 2, 2

You're correct. I had a drop-down menu on the wrong option. Here's the corrected breakdown.

STR: 10 (0 pts)
DEX: 20 = 17 (13 pts) + 2 (race) + 1 (houserule)
CON: 14 (5 pts)
INT: 13 (3 pts)
WIS: 12 (2 pts)
CHA: 14 = 12 (2 pts) + 2 (race)

Nazard wrote:
I also can’t puzzle out where your skill ranks are. Skill checks aren’t ability checks so that bonus shouldn’t apply to those.

I just looked it over, and the totals are correct (factoring in Ty's armor check penalties), but I've also just fixed his ability scores, so that's another change. I'm just going to re-design the character sheet and not try to maintain Ty in Hero Lab.

Nazard wrote:
I also can’t figure out how you got your attack bonuses and damage bonuses. You don’t get Dex to damage until level 3.

I get Dex to damage from Mythic Weapon Finesse. But as you've just pointed out, the feat may be mostly redundant come level 3. I'll have to re-think that mythic feat.

Nazard wrote:
Did you choose melee attacks as your level 1 house rule bonus?

Yes, I did. And I have the setting selected that's supposed to output that, but it's not showing up.

Apologies for the hassle. I'll redesign the character sheet as soon as I get a chance.


Okay, AC penalty helps things make sense. Unfortunately, we’re using a 20 point buy and not 25. Also, the +1 to ability score happens at even levels, not 1st. So your abilities should be: 10, 18, 13, 13, 12, 14, with Dex going up to 19 at level 2.

Ah I missed the mythic weapon finesse. If you’d like to keep it then retrain it at level 3, feel free.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
Okay, AC penalty helps things make sense. Unfortunately, we’re using a 20 point buy and not 25. Also, the +1 to ability score happens at even levels, not 1st. So your abilities should be: 10, 18, 13, 13, 12, 14, with Dex going up to 19 at level 2.

Not sure why I thought it was 25. I've dropped it back down to 20, and here's the breakdown. I think this is how I initially had it.

STR: 10 (0 pts)
DEX: 19 = 16 (10 pts) + 2 (race) + 1 (houserule)
CON: 13 (3 pts)
INT: 13 (3 pts)
WIS: 12 (2 pts)
CHA: 14 = 12 (2 pts) + 2 (race)

Nazard wrote:
Ah I missed the mythic weapon finesse. If you’d like to keep it then retrain it at level 3, feel free.

Wow, thanks very much!


Ty Purgest wrote:
Nazard wrote:
Okay, AC penalty helps things make sense. Unfortunately, we’re using a 20 point buy and not 25. Also, the +1 to ability score happens at even levels, not 1st. So your abilities should be: 10, 18, 13, 13, 12, 14, with Dex going up to 19 at level 2.

Not sure why I thought it was 25. I've dropped it back down to 20, and here's the breakdown. I think this is how I initially had it.

STR: 10 (0 pts)
DEX: 19 = 16 (10 pts) + 2 (race) + 1 (houserule)
CON: 13 (3 pts)
INT: 13 (3 pts)
WIS: 12 (2 pts)
CHA: 14 = 12 (2 pts) + 2 (race)

Nazard wrote:
Ah I missed the mythic weapon finesse. If you’d like to keep it then retrain it at level 3, feel free.
Wow, thanks very much!

Obviously, “feel free” means that you can do it, not that it’s actually free. As I read it over, feat retraining by the rules requires a teacher who has the feat you want, but there aren’t that many mythic folks kicking around.

Okay, but there’s still no +1 (house rule) until level 2 (not that it affects your calculations).


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
Obviously, “feel free” means that you can do it, not that it’s actually free.

Thanks for clarifying. I had misinterpreted what you meant. I'll pick a new feat.

Nazard wrote:
Okay, but there’s still no +1 (house rule) until level 2 (not that it affects your calculations).

Sorry! Fixed.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah I got nothing when it comes to equipment.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

New character sheet is done. Please find all of my mistakes.


Male CG Peri blooded Aasimar, Crossblooded Sorcerer (Dragon & Celestial bloodline) Lvl 2, Archmage & Marshal tier 1 HP 16/16 | acid,fire,cold,electric resist 5 | darkvision 60ft | AC-12 T-11 FF-12 | F+2 R+2 W+3 |CMB+2 CMD 13 | Init+1 | Perc +1 (+2 if familiar is close) | Spells (1st - 2/4) | Mythic pool 1/5 Wand of Magic Missile (x15 charges, cl 1)

If we could pool up 10 gp

Powder, Rusting:

Price 60 gp; Weight —

This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.

Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.

Extra rope, extra food, grappling hooks,

Sorry for the not posting. A migraine KOed me


Ty Purgest wrote:
New character sheet is done. Please find all of my mistakes.

Only mistakes I see are in skill points. It looks like you built the character with a 10 or 11 ain’t, then upped it to 13 without adjusting things. So you’re missing 1 skill point, and your score in Int-based skills with 0 ranks should be +1 instead of 0. You also missed crossing out the class skill bonus for Linguistics.

The rest looks great. Is Ty looking for redemption for his life of petty crime, or is his conscience clear given that he was just desperately trying to survive and feed himself?


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
Ty Purgest wrote:
New character sheet is done. Please find all of my mistakes.
Only mistakes I see are in skill points. It looks like you built the character with a 10 or 11 ain’t, then upped it to 13 without adjusting things.

Oh, I somehow deleted the line for Stealth. That's where that missing skill point went.

Nazard wrote:
So you’re missing 1 skill point, and your score in Int-based skills with 0 ranks should be +1 instead of 0.

That's because they're all Trained skills. I can't use them at all until I've put a rank in them. I should probably cross them all out until they become trained for me.

Nazard wrote:
You also missed crossing out the class skill bonus for Linguistics.

Thanks. Everything should be fixed now.

Nazard wrote:
The rest looks great. Is Ty looking for redemption for his life of petty crime, or is his conscience clear given that he was just desperately trying to survive and feed himself?

More the latter. He has a good heart, but the thievery has become normalized for him because of who he's surrounded himself with. He's certainly capable of growth and improvement provided that he doesn't annoy people before they decide to push him off a cliff.


You can still use skills that require training, just only for DC 10 and under.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Oh, I never knew that. Thanks.


I feel bad for saying this, but now you have 1 too many skill ranks (or 1 too many hp, depending on your point of view). I'd recommend losing the Ride rank unless it's important to character backstory (which it doesn't seem to be). Riding isn't something that I expect to have happen all that often (although as a spoiler, Profession (Driver) is a background skill that I expect at least one of you may want to take eventually).


Can everybody please check out the links at the top of the campaign tab to make sure they open for you and that you can manipulate your combat token. Conri, will you be needing a regular combat token for your familiar? Also, everybody please confirm that I copied your numbers correctly for the dice rolls. The dice rolls page is for me to conveniently copy and paste this information into the gameplay thread.

Combat, when it happens, will work like this: I roll Initiative for everybody (along with Perception/Sense Motive/Stealth/Bluff checks to determine surprise rounds). If as a player, you make a post that contains or more of these rolls in the process of deliberately starting combat, I'll defer to your roll. I intend to make Perception checks anytime you enter a new space, whether or not the check was needed, and Sense Motive checks anytime you encounter NPCs, though I may forget from time to time.

After rolling for Initiative, I group all the PCs that go before the monsters (if any): those players can post in any order and I'll resolve the actions, post the enemy actions, and then group the entire party in one block. I also will post spoilers at the beginning of combat with the enemy mooks' AC, HP, and saves, not so that you can metagame things, but so you can help narrate the combat and keep things moving. If, for example, you cast daze on a mook, please roll their Will save for me and include the results in your post. If that mook has a special resistance or something, I'll override, but 95% of the time they won't and this helps speed things along plus it's more interesting if players are able to tell that their hit for 9 points of damage was enough to take down a critter and so they can write the blood and gore into their description.

Big bads, however, or really unusual monsters, I'll keep that information secret.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
I feel bad for saying this, but now you have 1 too many skill ranks

Fixed as suggested.

I can open both documents just fine. My dice rolls look correct.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Conri Cailean wrote:

If we could pool up 10 gp ** spoiler omitted **

Extra rope, extra food, grappling hooks,

Sorry for the not posting. A migraine KOed me

Migraines are brutal. My wife gets those and she's done for the day. Like... literally. Those are truly terrible.

Edward's has 10 gp. Go ahead and get it and I'll remove the 10g from him. Just let me know when you've got it on your character sheet that way I can remove the cash from my sheet.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

All looks good to me, Nazard.

Sovereign Court

Male Aasimar (Archon-Blooded) Cleric/4| HP 48/48 | AC 25/14/24 | F+8/R+4/W+9 | Init+4 | Perc+4 | MP 7/9;
DC,SLA,Items:
DC=14+SL;Fire Bolt 3/6 |Channel 6/6 | CLW wands 23/50 50/50 50/50 50/50 50/50

Same here, all looks good

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