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

Sorry about missing the diplomacy rolls. Honestly trying to do as little as possible to require one of those and I don't see anyone bulking up on face points any time soon. Just going to have to rely on our wits and our brawn to punch us through.

You know how I feel about splitting up the party (HATE IT) but there didn't seem to be much choice besides violence. My hope was Carbour would luck himself through or if things got ugly he could hack his way out.

Three Beefs and the Brain will rule supreme!


Note to self:

Quit posting discussion items in gameplay you idiot.

Response:

Got it. But no promises.


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

HA! I chuckled at that wondering why you broke story. Now I know-you were consumed by RPG passion!

:D


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

What is the DC to climb to the opening? If we got rope and pitons/tools could Otto climb up and help lead/lift the team up to it?

BTW Otto, your climb check should be +7 not +6.


you wouldn't know the DC, you just know that it looks difficult


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

You might know a range. Through experience, you'd know as a climber the difference in difficulty levels by studying it, I'd think.


difficulty level 5


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 Ohtar wrote:

What is the DC to climb to the opening? If we got rope and pitons/tools could Otto climb up and help lead/lift the team up to it?

BTW Otto, your climb check should be +7 not +6.

Thanks for double checking. That's what I had in my copy-paste file. Not sure why it wasn't accurate on Paizo.


1/2 of max hit points this level.


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

Not too much new for UC Monk this level.

Wanted to ask for Feat recommendations**:

The only ones that seem to be worth anything are Combat Reflexes and Deflect Arrows.

But both seem really situational. I guess I'm leaning toward Combat Reflexes since the weapon I picked is two-handed. But wanted to ask if anyone had better ideas.

Thanks!

**Has to be from this list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Improved Grapple, Scorpion Style, and Throw Anything.


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Deflect Arrows saved my life a couple of times.


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

I like deflect arrows, but you need a free hand to use it, so doesn't seem like a good fit with the Sansetsukon.

Style feats I like: Crane, Dragon, and Tiger. Scorpion is a*s, IMHO.

https://www.d20pfsrd.com/feats/style-feats/

AOO doesn't come in to play as much as you might think because we aren't super tactical.


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 Ohtar wrote:

I like deflect arrows, but you need a free hand to use it, so doesn't seem like a good fit with the Sansetsukon.

Style feats I like: Crane, Dragon, and Tiger. Scorpion is a*s, IMHO.

https://www.d20pfsrd.com/feats/style-feats/

AOO doesn't come in to play as much as you might think because we aren't super tactical.

Agreed that Scorpion seemed like crap.

I don't think I can take the other style feats for now, but maybe I am misunderstanding the text.

I also agreed that the extra AoO wouldn't seem to come up too much in this campaign.

So I am encouraged by Orett having used it successfully. Maybe just change to a one handed weapon? Nine section whip?


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

You can't take the other feats with your bonus feat, that is correct. Just pointing out that scorpion style and that chain seems like a waste.

Your HP should be 24? = 10(lv1)+5(lv2)+4(CON)+3(toughness)+2(favorite class)


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 Ohtar wrote:

You can't take the other feats with your bonus feat, that is correct. Just pointing out that scorpion style and that chain seems like a waste.

Your HP should be 24? = 10(lv1)+5(lv2)+4(CON)+3(toughness)+2(favorite class)

Thanks for confirming what you meant about scorpion style and for recommending some styles to consider.

HP is one point lower because i put in an extra skill point at level 1 so that it only took me three tries to climb that wall :-D.


Vin:

Per the description on your character it says Acid jet say does 1d6 +CHA modifier, so how are you getting +4


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

Vin:

Per the description on your character it says Acid jet say does 1d6 +CHA modifier, so how are you getting +4

I'm using the INT modifier of course. With a player hand wave just figured they wouldn't have that mod for the Wizard and keep the CHA mod instead of INT.

If that doesn't play, let me know and I'll push my alternate build.

Damage for that attack would have been 1d3+1d6 in that case.


I will allow it, might have to change my name to DM Monty Haul/Hall.


My alternative is diviniation-Foresight. Let me know if you like that flavor better. I'm fine with eithet.


go with your first pick


Couple items for everyone:

1. If you roll perception in an area one round and then roll again the next round for the same area and nothing in the area has changed, I will likely just use your first roll again.

2. If you have a skill that is at +10 over your level, so for example +15 at 5th level, you are going to get diminishing returns if you were to make it any higher at 5th level, so +20 at 5th level is probably not going to get you much more of a result from the DM than you would get at +15
Caveat: Not going to count this for extra rogue trap finding bonus

Willing to discuss these "house rules" if anyone has strong feelings about them. The second rule to me is about balance in the game. If a 1st level character has +20 perception I feel that is overpowered and removes some of the fun from the game.


AC 25 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

i concur..noted on repeated perception rolls


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

What if I STRENUOUSLY perceive?


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

Oooh, that should really help, I think!


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

I am on board with the rules but wanted to ask a few clarifying questions, if that's OK.

For #1, I feel like I roll perception twice for new areas *within* a room.

So Otto rolled perception when he opened the door, then the next perception I rolled was for looking at the pool while he was walking around.

I guess I was thinking it is similar to how we might roll perception at a door to see if it has traps.

So are those kinds of checks what we are excluding moving forward?


Otto did perception at the door, then perception on the pool, then perception on the pool again. I don't have issue with the continued perception on the pool, just saying that if there was a monster lurking in the pool when you first looked and you didn't see it, chances are if its still in the same location that I'm not going to let you see it on the second roll for the same area.


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

Now if you would have done perception on the ceiling.....

SPIDERS!

;-D


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:

Otto did perception at the door, then perception on the pool, then perception on the pool again. I don't have issue with the continued perception on the pool, just saying that if there was a monster lurking in the pool when you first looked and you didn't see it, chances are if its still in the same location that I'm not going to let you see it on the second roll for the same area.

OK, makes sense. I will say that I hope you can take it as a compliment too: I was very nervous about a Watcher in the Water situation based on your initial description!

Definitely happy about rolling less. Sorry for my beginner antics!


Don't hesitate to roll, it doesn't hurt anything to throw it out there. I'm just trying to let you guys know how I think about things so if you happened to roll a 12 on your first perception check and then a Nat 20 on your second perception check and I don't give you any additional insight that you understand why.


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:
Don't hesitate to roll, it doesn't hurt anything to throw it out there.

It wastes the good luck!

Anyway, like I said, it all sounds good!


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

playing a cleric type character i have a couple questions....i have those orizons and spells that would benefit the party in making rolls....saving throws....skill checks...etc etc....but having trouble coordinating after the fact and i would like to start using them to benefit the party....any suggestions??


Another character could just put it in their post saying: wait for Carbour to cast guidance on me, then perform applicable skill check at +1

Obviously this would require that you have a round to spare in order to perform the casting, if you are being chased by bad guys its probably not going to work.

Some examples of situations where you would usually have plenty of time: Checking a door before opening; searching for treasure after the enemy is dead; opening a trapped chest after enemy is dead; climb checks or acrobatics checks to get past an obstacle; etc.


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

test


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

Test = Success!


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

Just wanted to wish you all a happy Thanksgiving! I'm grateful for these games with you guys and, especially, for the DMs managing everything.

Hope everyone is well!


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

Tee-Hee, Hee, Happy Thanksgiving all!


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door
Vinyarion Ohtar wrote:
Test = Success!

test = failure


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Tarvoth wrote:
Vinyarion Ohtar wrote:
Test = Success!
test = failure

Boo!

Glass half-full, it's Thanksgiving (in civilized countries) :D


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

lol....happy thanksgiving

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