GM-Foxy's Homebrew Land

Game Master Foxy Quickpaw

Abadon - Home of scheming misfits between groups struggling for power.

Maps


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Kitsune Game Master

I think fighter-rogue is the standard if you want to do a STR based rogue. Or if you don't like the limitations about weapons and armor. Fighter taken at level 1 gives you all proficiency, an extra feat, two extra HP and the only thing you loose is six skill points and a level in sneak attack progression.

But if your AC for a rogue in full defense isn't 27+6, then you're doing your skills wrong.


Kitsune Game Master

Yay for killing that tea thing. It's me playing with myself, that gets us nowhere.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

He was Fighter 6/Rogue 6. Total defense gives you a +4 to AC. How are you getting 6? He did have a +2 defending longsword that he never got to use.


Kitsune Game Master

You put three ranks into acrobatics.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

I had no idea acrobatics did that. I always invest highly in it to avoid AoOs. Consider me schooled. Thank you!


Kitsune Game Master

You're welcome.

That is my default defense with any character that can afford those three ranks.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

My two handed fighter had a high bab. When up against something with multiple attacks he would go total defense to draw a single attack and then unload the hurt.

He had 2 ranks in acrobatics at level 6.
Melee masterwork greatsword +16/+11 (2d6+19/19-20) with power attack and greater cleave.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4
Salighara wrote:

"It would be easier to shut it down that to calibrate it. You seem like an intelligent group. You should be able to turn it off. "

DC 20 Intelligence or Knowledge planes should do that."

In that case I feel like I should have gotten a better answer here:

Valdis wrote:

Valdis nods to Donovan hoping he gets it, and turns the wheel in the wrong direction, checking what happens with the view.

...
Knowledge(Planes): 1d20 + 11 + 6 ⇒ (12) + 11 + 6 = 29
Igar The Terrible wrote:
Valdis is certain that rotating the hoop in that direction had no effect on the gate.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Two different things going on there. From the PDF:

The first time the hoop is
rotated, creatures in this area take 1 point of Constitution
damage (Fortitude DC 14 negates). The second and
subsequent rotations deal 1d4 points of Constitution
damage (Fortitude DC 16 half ). Any creature witnessing
this effect can attempt a DC 20 Intelligence or Knowledge
(planes) check (adding her number of Clarity Points as a
circumstance bonus) to realize that rotating the hoop has
no effect on the Dream Gate, instead bleeding life force
into the Dimension of Dreams.

A careful look over the machinery here reveals that
shutting down the Dream Gate requires a successful DC
18 Intelligence or Knowledge (arcana) check to disrupt the
magical energies, followed by a successful DC 20 Dexterity
or Disable Device check to disconnect sources. A PC can
add her number of Clarity Points as a circumstance bonus.

No one has had the time or taken the initiative to study it.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

The second part can only occur when Pedipalp has been dispatched. She is not going to let you fiddle with it unless you are doing so to kill yourself.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

In a situation where we have to find out what is going on fine details are crucial.

I turned the wheel in the wrong direction which gave me a con loss of one point. I asked what effect it had on the gate. For the know(planes) roll you told turning the wheel had no effect on the gate. I was wondering why knowledge planes and not perception, because "no effect" could have been simply visible, but who knows.

If you had told that turning the wheel in any direction had no effect but draining life force into the dimension of dreams, then it would have been clear at that point already that Mrs. Pedipalp is simply trying to kill us.

It's too late now for this situation, but I tell you anyhow, because this lack of information makes those situations really frustrating and in the long run kills that kind of play. Because if figuring it out doesn't work, the fallback is, like I stated in discussion already "Kill them all, ask questions later." The "knowledge" questions for puzzles will degenerate to "How does it react to magical fire and blunt force."


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |
Valdis Pechman wrote:
If you had told that turning the wheel in any direction had no effect...

Why would I do that? You got the results indicated in the pdf. The direction is irrelevant. You threw that variable in there. A good call but in reality it made no difference. Actually complicated the matter for you. You got what you had to get which was (1) to loose con in order to (2) learn she was intentionally harming you.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Frustration. I get frustrated as a player and when I do I have learned to be patient as that frustration will eventually pass as the game moves past that.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

When my table top GM as a player played the numbers
NOT

And I was playing GM, so I tried to save them, played the numbers and just pulled it off. Whew.

You will not get such treatment from Igar in The Tyrant's Grasp. You v AP.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Just went up against a Male human barbarian 5/fighter 9 AC 24 hp 210 wielding a Melee Ovinrbaane +24/+19/+14 (2d6+21/17–20 plus 1 bleed). It imparts SR 20. Feats include improved critical, improved vital strike, power attack and great cleave. He is surrounded by 8 Human bloody skeletal champion fighters 6. They apply power attack and deadly aim. 72 hps each.

Initiative rolls favored the skeletons and they crited 2 for 2 at 3d8+33. The oracle fixed a good part of that. The party is level 12. Then the bad guy (Amorg) steps up with that Ovinrbaane with one swipe. Do not see how the monk will survive a full round of that. The guide ranger declares Amorg and lets loose with everything a level 12 archer has. The monk's flurry drops him.

TL;DR
Take them down quick or die. Apply everywhere. Rinse, repeat.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Post Script
Valdis is still very effective in discussion imo.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

PS
Don is the guy who has taken out the bad guys. Not Tally :-)


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4
Menan Variel wrote:

Post Script

Valdis is still very effective in discussion imo.

He enters their dreams. ;)


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Did I mention these guys are slow posters? A frustration that I see no end to. I must let be what is.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

The second legacy posts quite well. They are Omari dependent. Not a bad thing when he posts on time. So far he seems to be pretty good player.


Kitsune Game Master
Menan Variel wrote:
Menan pays for the Marinelli wine. The couple heads over to Adelaide's manor.

To do what?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Speak with her.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Death by dehydration with less than 100 posts might get you a first.


Kitsune Game Master
Igar The Terrible wrote:

Tally gets a decent night's sleep. The nightmare influence is still present but Colulus in not there to give you really bad nightmares.

If you would like to take an action realizing you are going unconscious, you may do so.

Nah, I got nothing that is in any way promising while bound.


Kitsune Game Master

It is still four days until the race.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

The party made it to level 15. Monk, Ranger (guide), Oracle, Magus.
Encountered this guy and 12 enhanced ettins.

Ranged +3 seeking composite longbow
+23/+18/+13/+8 (1d8+19/19–20/×3) or
Rapid Shot +21/+21/+16/+11/+6
(1d8+19/19–20/×3)
Special Attacks favored enemy (human +6,
elf +4, gnome +2), pipes, quarry

Took out my ranger first (last guy I thought would die).
Took out the monk next (second to last I thought would die).
Oracle is one or two hits from death. Plane shift with AoOs. Lives.
Magus is greater invisibility and now pursued by the horned hunter as she needs to build a new party.

New party level 15
Magus, Ranger (standard with wolf companion)
x ?
s?
Thinking another ranger would be deadly. Three rangers at level 15. How do you even approach?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |
Foxy Quickpaw wrote:
It is still four days until the race.

Preparation is at least a week.


Kitsune Game Master

What guy?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

The horned hunter is a unique npc to king maker. Those were just his attack stats.


Kitsune Game Master

Well, that guy does a lot of damage with a lot sure hits. Damage reduction would help. Spells that make him miss.

Use fog. Maybe the acidic thick kind. Or stinking cloud. Find a way to ignore the ettins. Like flying. Having a dozen minions around with no full caster blasting them is a challenge.

Maybe drop some into a hungry pit.

The age old "kill him first" would also work, if you'd manage to nail him down with all the martials.


Question: should Campbell Vanderbuilt live, or die?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

live or die: 1d100 ⇒ 99
No idea how you plan to do the horse race.
First thought on that is
Rider dex or ride+horse strength + horse dex+ horse speed (ours are +5) + preparations +1 or 2 or +0


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

The high cleric needs a name at this point. Flavius Octavius.

Menan attempts to hide his choking. Well it is better than nothing.


Kitsune Game Master

You could as well go for Bickus Dickus. That is not becoming the name.

Also why? You call the pope the pope. No matter what guy currently has the job. And even if you know what the current guy's name is, you for sure wouldn't address him with it.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Regarding The Dead Roads. I built you up with great expectations. You pretty quickly got bound and dehydrated and unconscious. That is LOL imo.

Pedipalp rinsed Valdis down so he could witness her defeat the party. She will not kill you herself but she will make certain you die.

Proceed with caution. Igar feels like a cat with a mouse atm.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

You didn't give any update on the status. And even the last status line doesn't include anything regarding my last round of saves and remaining HP. So, what is the situation for Valdis?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Round 3
Current Effects - None
Tally 35/35 (4 cp), Walhart 36/36 (5 cp), Valdis 12-21/21-29 (6 cp) -2 wisdom -4 con, Donovan 32/35 -1 con (3 cp)

Walhart
Pedipalp
Donovan, Tally, Valdis <=====

Valdis in conscious and unbound. He and Don are up.

If you are unclear about anything please say so.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

HP? NL Damage?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

HP 12


Kitsune Game Master

What is your stance on Lord Vanderbuilt? you have not answered the question yet.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Your call. You must have an overview of what this is and where it is going. I do not know where you are headed. Taking it in as it comes and trying to deal with it as best as possible.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Cat plays with mouse. Being the mouse just sucks.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Did I tell you I am really enjoying the conjurer build? That is on you as it was one of your suggestions. Looking forward to what he can do at higher levels. The game breaks about level 11 iirc. That should be fun.


Kitsune Game Master

You can start considering your next level stuff as there is a level up due after the elemental fights.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Awesome. Look forward to that. Anything obvious for Samuel on your mind? Have a few good options I am looking at. Nothing floors me atm.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

With a liitle experience fighting alongside this party it seems that buff/debuff is Samuel's best contribution. The summons and tentacles are encounter specific. It does add another target for the enemy to deal with. That said, buff/debuff is not usually encounter specific and is his best contribution....Should probably try to better that ability.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

With 80-1 longshot winning the derby, maybe we should just roll 1d100s.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Considered the following on Sam's level up:
preferred spell
admixture
Intensify
greater spell focus
spell perfection - requires three meta feats
elemental focus
proxy summoning
superior summoning
spell specialization
heighten spell
Mage's Tattoo
extend spell
opposition research for enervation

Leaning on extend spell


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Have you ever targeted a player? Placed a bullseye there? Result is eventual death?

I need a drink. Whew. Okay, calm down Igar. You are presenting the pdf as written and no more. Just straighten him up and see if he flies right. Remove yourself from the irritation of multiple rule breaks and foolish playing. It will play itself out without your intervention. Do hold the line on game rules. And pour yourself another one.

Cheers Foxy ^


Kitsune Game Master

I tried to kill a player on purpose. And succeeded. The party raised him again.

But that player ignored all warnings and the explicit threat that I'm going to kill him, if he insists on fighting.

But this situation with Pedipalp is just weird. So far she didn't even hurt anyone. It would be strange if she suddenly changes tactics and smashes someone's face in. A phantasmal killer on the other side would be totally her thing.

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