to join the fray (Inactive)

Game Master Daedeloth

Our adventurers start in the city of Magnimar as new recruits for the pathfinder society ready to join the fray.


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saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

so sacred tattoo with fates favor....is power attack still an option?


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

just trying to sort it out...its new to me....


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

sorry if im a pain.....


AC-29; HP-197; INIT+4; PERCEPTION +22
Melee:
+5 Pickaxe +24/19 (9/4BAB/8STR/5weapon/2feats) 1d10+21 (12STR/5weapon/4feats)/19-20/x4) Power Attack +5 Pickaxe +24/17 (9/4BAB/8STR/5weapon/2feats/-2PA/furious focus) 1d10+27 (12STR/5weapon/4feats/6PA)/19-20/x4)
Saves:
+20FORT; +9REF; +19WILL; +5 vs spells & spell-like abilities; +3 vs poison
Carbour Frozenroar wrote:
so sacred tattoo with fates favor....is power attack still an option?

You get 2 traits: Fate's favored and one other (your choice but lots of good options already given).

You get 2 feats: weapon focus great sword (free with Warpriest lv1) and I would take power attack as you regular lv1 feat

Sacred tattoo is an alternate racial trait that replaces orc ferocity.

Never thought I'd live to see the day where I help a filthy orc half-blood.....


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Sanrael Bloodthorn wrote:
sorry if im a pain.....

And no nee to apologize, it's complicated and we aren't in a rush.

Clint is still figuring out his characters gender and stat block....

;-D


Think he must be calculating height, weight, age, etc

The important stuff


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

lol


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

are we rolling for gp? to equip?


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3
dice gods wrote:

Starting gold per Core rulebook for your class.

And dice gods later clarified that it was max!


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Carbour Frozenroar wrote:
are we rolling for gp? to equip?

300 GP? Hello banded mail and great sword!


Except CC only gets 3 gold pieces. ;)


Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
Saves:
Fort+6/Reflex+4/Will+3(+1vs.fear)
Skills:
know(nature)+4/perception+6/survival+5/climb+8/swim+8

This looks a group I could party with!


Great (sarcastic), three characters with names that start with C, and two CC’s. That won’t be confusing!


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
dice gods wrote:
Great (sarcastic), three characters with names that start with C, and two CC’s. That won’t be confusing!

Even though I was first to post, I respect the difficulty of many similar PC names and have been reborn!


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

Viny for short??


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Carbour Frozenroar wrote:
Viny for short??

You honor, the two yutes were clearly not involved in anything criminal.

.....

I'm sorry your honor, the two YOUths....


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Carbour Frozenroar wrote:
Viny for short??

You honor, the two yutes were clearly not involved in anything criminal.

.....

I'm sorry your honor, the two YOUths....

And I was thinking just using his actual name. We aren't a sports team.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

almost ready.....but enough to at least enter and start when everyones set!!!


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

A comment & a question.

Comment: judging from everyone's class and Charisma scores, I expect this party to basically be run out of every town we enter. Sounds fun!

Question: It also seems like we may be lacking in Knowledge. @Carbour did you put a rank into Knowledge Religion? If not, I can.

I put a rank into Climb due to Kiryl's teasing from like 2 years ago and Religion probably better fits the RPing for my guy.

Again really looking forward to this campaign!


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Otto Adler wrote:

A comment & a question.

Comment: judging from everyone's class and Charisma scores, I expect this party to basically be run out of every town we enter. Sounds fun!

Question: It also seems like we may be lacking in Knowledge. @Carbour did you put a rank into Knowledge Religion? If not, I can.

I put a rank into Climb due to Kiryl's teasing from like 2 years ago and Religion probably better fits the RPing for my guy.

Again really looking forward to this campaign!

Face PCs are for pussies! Regards, Carl

Also Vinyarion will be an Arcane Trickster so we will be fine on general knowledge by level 3-4.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

Ditto knowledge religion for Carbour
Im looking at blessings
What am i allowed to use for blessings
Just what is listed??
Liberation and good arent in his wheelhouse


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

It almost seems like there should be a way to aquire the blessings withought player choosing


https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/

These are all the blessings.


Background info on the city where your adventure is set.

https://pathfinderwiki.com/wiki/Magnimar


Carbour,

Please put your vital stats like, HP, AC, Attacks in a block where they will show up in each post.
Use the sex, race, or class blocks.

Finish up your character, need blessings and spells, etc.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

will do


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

im trying to wrap my head around orisons....
can anyone explain to me in laymans terms....as if im 4...lol


AC-29; HP-197; INIT+4; PERCEPTION +22
Melee:
+5 Pickaxe +24/19 (9/4BAB/8STR/5weapon/2feats) 1d10+21 (12STR/5weapon/4feats)/19-20/x4) Power Attack +5 Pickaxe +24/17 (9/4BAB/8STR/5weapon/2feats/-2PA/furious focus) 1d10+27 (12STR/5weapon/4feats/6PA)/19-20/x4)
Saves:
+20FORT; +9REF; +19WILL; +5 vs spells & spell-like abilities; +3 vs poison
Carbour Frozenroar wrote:

im trying to wrap my head around orisons....

can anyone explain to me in laymans terms....as if im 4...lol

You get 3 super low-level spells that you can cast unlimited times per day.

Suggest: Detect magic, light, read magic


Read magic not necessary, grab another


AC-29; HP-197; INIT+4; PERCEPTION +22
Melee:
+5 Pickaxe +24/19 (9/4BAB/8STR/5weapon/2feats) 1d10+21 (12STR/5weapon/4feats)/19-20/x4) Power Attack +5 Pickaxe +24/17 (9/4BAB/8STR/5weapon/2feats/-2PA/furious focus) 1d10+27 (12STR/5weapon/4feats/6PA)/19-20/x4)
Saves:
+20FORT; +9REF; +19WILL; +5 vs spells & spell-like abilities; +3 vs poison
dice gods wrote:
Read magic not necessary, grab another

Says the evil GM, right before the party sets off on an adventure that is rife with magical writings....


I view read magic as known by all casters


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

so orisons can be cast all day long without using up normal spells for lack of a better term...what qualifies a spell as super low level


male AC30 HP107 init. +4 Dwarf Cleric/10

Quit arguin Tarek, ya dingus!


https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric

Orisons = 0 level spells


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

additionally even though i get bonus spells for high wisdom...i can only access 1 extra 1st level spell at 1st level....correct?


Correct


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

Otto's HP should = 15?

10 base 2 CON 3 Toughness


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

Also, why improved grapple and not dodge or deflect arrows?

Deflect arrows is amazing!


Vinyarion

Please double check Carbour's melee. With a great sword I think it should be:

+3 2d6+3

PA +2 2d6+6


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
dice gods wrote:

Vinyarion

Please double check Carbour's melee. With a great sword I think it should be:

+3 2d6+3

PA +2 2d6+6

That looks right.

Carbour regular GS melee:

+2STR/+1WeaponFocus=+3 to hit
damage=2d6+3 (2STR*1.5 for two weapon fighting)

Carbour power attack melee
+2STR/+1WF/-1PowerAttack=+2 to hit
damage=2d6=6 (2STR*1.5 TWF + 2PA*1.5 TWF)


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Vinyarion:

Vinyarion Ohtar wrote:

Face PCs are for pussies

Also Vinyarion: "How you doing baby" with a 6 diplomacy.

I gotta say that I enjoyed that after all of Dar's s+~!ty rolls.

Also:

Fixed the character sheet, I had the 15 HP, but just not in the right spot to display also

Improved grapple was chosen mainly for RP purposes. I was thinking of trying out grappling and had it in mind for the character

Dodge: is definitely happening next level. I could be convinced to take dodge first then grapple.

Deflect Arrows: I am thinking that Otto will be armed for a while. The Unarmed Strike damage only equates at level 8. Maybe this is a bad idea? Happy to hear more.

Thanks for looking over my character sheet!


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Otto Adler wrote:

Vinyarion:

Vinyarion Ohtar wrote:

Face PCs are for pussies

Also Vinyarion: "How you doing baby" with a 6 diplomacy.

I gotta say that I enjoyed that after all of Dar's s$@$ty rolls.

Also:

Fixed the character sheet, I had the 15 HP, but just not in the right spot to display also

Improved grapple was chosen mainly for RP purposes. I was thinking of trying out grappling and had it in mind for the character

Dodge: is definitely happening next level. I could be convinced to take dodge first then grapple.

Deflect Arrows: I am thinking that Otto will be armed for a while. The Unarmed Strike damage only equates at level 8. Maybe this is a bad idea? Happy to hear more.

Thanks for looking over my character sheet!

Vinyarion has mad game, she just doesn't know it yet. The silver isn't the only hard thing he'll let her have.... Vinyarion's motto is: Go balls deep; if it doesn't work out the way you hope, run.

Should ask Dice Gods if he wants to deal with grapple; generally a pain in the ass for DMs IMHO. Dodge = chicken dinner. I spaced the 'armed' part for deflect arrows.


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Yes, @dice gods. I did feel like I should ask about grappling in general. I don't have experience but have read about it in theory. I did think it could be kind of silly on a forum, like a lot of battlefield control stuff.

So, if you don't want to deal with it, I'm more than happy to go a different direction.

Let me know and I'll switch the feat out.


it will make life easier to go a different way


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3
dice gods wrote:
it will make life easier to go a different way

Alright! Done and done


Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
Saves:
Fort+6/Reflex+4/Will+3(+1vs.fear)
Skills:
know(nature)+4/perception+6/survival+5/climb+8/swim+8

Heading up to see Maggie & Brenna, back Sunday.

Feel free to bot both my toons.


If any of you listen to podcasts, here's a D&D one, I'm a few episodes in and find it entertaining.

https://maximumfun.org/podcasts/adventure-zone/


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3
dice gods wrote:

If any of you listen to podcasts, here's a D&D one, I'm a few episodes in and find it entertaining.

https://maximumfun.org/podcasts/adventure-zone/

Second that recommendationQ


Couple items I wanted to provide feedback on:

1. If you are interacting with a NPC for the first time or trying to convince said NPC to commit to a particular action make a Diplomacy roll. If you don’t then i will make roll for you and NPC will react accordingly. I had to make rolls for Carbour and Vin in last sequence. Someone may want to reallocate stats to make a better party face, or not up to you.

2. Recommend not splitting group in future. It is usually a bad move tactically b/c you have no backup if s~#* goes south, but more importantly it often leaves all the other characters with nothing to do but spectate.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

Roger that

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