GM Otha’s The Moonscar (Inactive)

Game Master Otha

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Grand Lodge

The Paths We Choose

Yeah, most of the earlier seeker modules and scenarios don’t make for challenging encounters, that’s for sure…from what I’ve heard, the later ones do a much better job in that area. I do think the conclusion of this one will give you a decent challenge, at least moreso than the others…

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

They were designed for only 4 players, so there was that, too... and certainly not designed for turret-mounted Gatling guns... errr... zen archer monks... ;)

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Four players and Core only certainly does reset the difficulty curve for these adventures making them seem fresh and new again.

That being said you can certainly make a very capable (and damaging) archer with Core only. Archery is (generally) a much better combat platform than melee combat as you can full attack practically every round. There are ways around this (Pounce, Quickened Bladed Dash, Spell Combat. incredible reach etc...) but as a rule it holds.

Melee combat is great for 3/4 martial characters as the entry point is so low. High strength, a two handed weapon and Power Attack and you are ready to go. :)

Grand Lodge

The Paths We Choose

Gathering stuff to get my post up…but need some help here with bull rush. How does that affect targets who are flying as far as the prone part goes? She has a little space but not much from the wall / ceiling (about 5’ each). And how far are you pushing/moving her?

Also, I know she doesn’t get an AoO for the bull rush but I’m assuming she still gets an AoO as you get closer to her and before the actual shield slam as she has reach…

Dark Archive

1 person marked this as a favorite.
Female CG Elven Witch 17 | HP 120/136 | AC 17 T 13 FF 12 (DR 5/Bludgeoning) | CMB +8, CMD 20 (25 grapple) | F: +16, R: +17 (evasion, Duck & Cover), W: +23 | Init: +6 | Perc: +31, SM: +1 | Speed 30ft (Fly 40ft - Good) | Defending Bone (30/50) | Aura of Purity 17/17 | Lore Needles 3/3 | Inv. Mind 16/17 Active:Mind Blank, Heroism, See Invis, Hunter's Blessing, Mage Armor, -2 re Int/Wis/Cha | Constant: Automatically knows when a spell or SLA of any school of magic is cast within 60', Ameliorating (blindness & curse); ContinualFlame

As far as I understand, people who are flying are immune to the prone condition.

Also, unless the bull rushing PC used Acrobatics while approaching to avoid an AoO (or approached using a 5' step), the movement up to attack her *would* provoke an AoO (as soon as the PC leaves a threatened square - so if she has 10' reach, when the PC leaves the square that is two squares away and enters the adjacent square). However, because this AoO is triggered by the movement, not the Combat Maneuver, a success on the AoO will not affect the Combat Maneuver (unless the AoO itself does something, like knock the PC out, or trip them, or whatever), in contrast to the AoO that is provoked by a Combat Maneuver (when the initiating character doesn't have the Improved Bull Rush (or Grapple or whatever) feat); in that situation, if the provoked AoO does damage to the initiating character, that damage is also a penalty on the CMB check for the maneuver.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

Yep! go on an roll that AoO as I didn't say I was using Acrobatics! ;)

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

I sure hope that your character rolls high and defeats the displacement spell. Otherwise Theo might hit nothing but air and (potentially) slam into a wall. Talk about embarrassing. :)

Grand Lodge

The Paths We Choose

Thanks for the input guys! I’ll post when I get off work…

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
Flint Firetoe wrote:

I sure hope that your character rolls high and defeats the displacement spell. Otherwise Theo might hit nothing but air and (potentially) slam into a wall. Talk about embarrassing. :)

That would be a neat visual but that is unfortunately (for Flint) not supported by the rules. You only keep moving with the enemy following a successful bull rush maneuver, as determined in the square the maneuver is performed. Sorry! :)

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
GM Otha wrote:

Gathering stuff to get my post up…but need some help here with bull rush. How does that affect targets who are flying as far as the prone part goes? She has a little space but not much from the wall / ceiling (about 5’ each). And how far are you pushing/moving her?

Also, I know she doesn’t get an AoO for the bull rush but I’m assuming she still gets an AoO as you get closer to her and before the actual shield slam as she has reach…

This FAQ might help, but it's really up to the GM in corner cases like this. The FAQ does support the idea that she'll need to make some fly check to hover, at the very least, but I've seen GMs knock people out of flying positions with various methods, due to fly checks happening only your turn. If you want to simplify, you can assume Theodric came from above and bull rushed her into the ground, as he had lots of movement to account for the ascent and the descent.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

PS: the "Checked" and "Blown Away" wind conditions under the fly skill may also help inspire a GM in situations related to flying bull rushes / trips and the like...

“Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists.

“Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

There is also some board-support for prone characters having to 'stand up' from prone before they can fly off (yes, even with a fly spell)... didn't know that one, but I guess it makes sense. Only Superman can fly horizontal I think... ;)

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

^All flying creatures on earth fly horizontally at least most of the time. Of course I should never bring common sense into a rules discussion as we all know the folly of that. :)

Of course Theo body checking a giant snake woman into the ground would look cool. I will leave it up to the GM to decide the visual effects.

Grand Lodge

The Paths We Choose

Theodric, your map update is awesome! I just flipped over there and noticed it…

I’m about ready to update. Theodric, I didn’t notice a displacement roll (50% Miss) on your shield slam…do you want to roll that or would you rather I did?

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

She got displacement?? Ah man....

Here we go, low is bad, always...

miss on 01-50: 1d100 ⇒ 85

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

@GM: how did you figure out the Fly DC 27? I'm curious, 'cause I got my own houserule in my homecampaign but would love to use the official way if it exists. Thanks!

Grand Lodge

1 person marked this as a favorite.
The Paths We Choose

It’s not official at all, just an idea I had that I rolled with. When you mentioned seeing a GM using a DC20 fly, I thought that was too low for this situation; so I used 10 as a base, took your roll, subtracted the creature’s CMD from it, and added the difference (17) to get 27. Kinda made sense to me that it should be tougher to stay flying the ‘harder’ the hit…

Dark Archive

Female CG Elven Witch 17 | HP 120/136 | AC 17 T 13 FF 12 (DR 5/Bludgeoning) | CMB +8, CMD 20 (25 grapple) | F: +16, R: +17 (evasion, Duck & Cover), W: +23 | Init: +6 | Perc: +31, SM: +1 | Speed 30ft (Fly 40ft - Good) | Defending Bone (30/50) | Aura of Purity 17/17 | Lore Needles 3/3 | Inv. Mind 16/17 Active:Mind Blank, Heroism, See Invis, Hunter's Blessing, Mage Armor, -2 re Int/Wis/Cha | Constant: Automatically knows when a spell or SLA of any school of magic is cast within 60', Ameliorating (blindness & curse); ContinualFlame
some relevant rules wrote:

Avoid Falling After Being Attacked

You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.

Avoid Falling After Collision
If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.

I'd like if it there was a rule that the amount of damage you take is a penalty on your Fly check to stay aloft - would make a lot of sense - but as far as I know there isn't anything like that.

My experience has been that a lot of GMs just hand wave it at higher levels since everyone is flying and everyone can auto-make the checks to hover.

I like the way that PF 2e implemented Flying much better.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
Agata wrote:

I like the way that PF 2e implemented Flying much better.

how did they do it? Might adapt it to my 1e house rules if it was done in a cool way...

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Are you people enjoying 2nd edition? I find that people tend to love or hate it.

Dark Archive

Female CG Elven Witch 17 | HP 120/136 | AC 17 T 13 FF 12 (DR 5/Bludgeoning) | CMB +8, CMD 20 (25 grapple) | F: +16, R: +17 (evasion, Duck & Cover), W: +23 | Init: +6 | Perc: +31, SM: +1 | Speed 30ft (Fly 40ft - Good) | Defending Bone (30/50) | Aura of Purity 17/17 | Lore Needles 3/3 | Inv. Mind 16/17 Active:Mind Blank, Heroism, See Invis, Hunter's Blessing, Mage Armor, -2 re Int/Wis/Cha | Constant: Automatically knows when a spell or SLA of any school of magic is cast within 60', Ameliorating (blindness & curse); ContinualFlame
Theodric de LaMontagne wrote:
Agata wrote:

I like the way that PF 2e implemented Flying much better.

how did they do it? Might adapt it to my 1e house rules if it was done in a cool way...

It's connected to the 2e action economy (every round you have 3 actions plus a reaction). If you are flying you have to use an action to fly or you automatically fall. So it has a built in cost that in 1e, once your Fly skill is sufficient to auto the Hover check, you basically stop thinking about whether or not to fly.

Dark Archive

Female CG Elven Witch 17 | HP 120/136 | AC 17 T 13 FF 12 (DR 5/Bludgeoning) | CMB +8, CMD 20 (25 grapple) | F: +16, R: +17 (evasion, Duck & Cover), W: +23 | Init: +6 | Perc: +31, SM: +1 | Speed 30ft (Fly 40ft - Good) | Defending Bone (30/50) | Aura of Purity 17/17 | Lore Needles 3/3 | Inv. Mind 16/17 Active:Mind Blank, Heroism, See Invis, Hunter's Blessing, Mage Armor, -2 re Int/Wis/Cha | Constant: Automatically knows when a spell or SLA of any school of magic is cast within 60', Ameliorating (blindness & curse); ContinualFlame
Flint Firetoe wrote:
Are you people enjoying 2nd edition? I find that people tend to love or hate it.

I like it a lot. Probably more than 1e (though of course I like 1e plenty too).

I enjoy that it's still possible to explore all sorts of crazy and creative character designs but much harder to make those so broken that you completely outshine a newb at the table who doesn't have the system mastery to compete.

I enjoy the 3 action economy a lot and also that it makes it vastly easier to explain the game to someone new.

I find skills, and especially their associated feats, really interesting now, where in 1e I usually found myself getting bored and checked out when an adventure would have a skill challenge section.

I like that combat is much more dynamic with people moving around the battlefield much more. No more of just standing in place and Full Attacking until a foe falls and then rinse-repeat.

And I especially like that the game moves much more smoothly now. In 1e I would often find myself making a Knowledge check at the start of my turn and then needing 20 minutes to decide what to do with my turn, bogging everything down for everyone. 2e is really not like that at all - even when you have lots of choices of what to do on your turn (and you usually do) - the turns move swiftly.

Liberty's Edge

L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

I find the magic items in 1e a bit underwhelming. I have piles of cash saved up and nothing interesting to put it in until I can beef up a weapon or get a 4th level item. I prefer the feats in 1e too. But I do like the mechanics of 2e better.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
Agata wrote:
Theodric de LaMontagne wrote:
Agata wrote:

I like the way that PF 2e implemented Flying much better.

how did they do it? Might adapt it to my 1e house rules if it was done in a cool way...
It's connected to the 2e action economy (every round you have 3 actions plus a reaction). If you are flying you have to use an action to fly or you automatically fall. So it has a built in cost that in 1e, once your Fly skill is sufficient to auto the Hover check, you basically stop thinking about whether or not to fly.

Oh I thought there was a neat fly skill check section with some cool stuff... so fly is like using a shield now? you have a to waste one of your three actions to even use it?

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
Marta - A.K.A. Telmar So-Melnop wrote:
I find the magic items in 1e a bit underwhelming. I have piles of cash saved up and nothing interesting to put it in until I can beef up a weapon or get a 4th level item. I prefer the feats in 1e too. But I do like the mechanics of 2e better.

I'm the opposite in terms of magic items: I find the 2e ones really boring and annoying. Much prefer the 1e items.

Dark Archive

Female CG Elven Witch 17 | HP 120/136 | AC 17 T 13 FF 12 (DR 5/Bludgeoning) | CMB +8, CMD 20 (25 grapple) | F: +16, R: +17 (evasion, Duck & Cover), W: +23 | Init: +6 | Perc: +31, SM: +1 | Speed 30ft (Fly 40ft - Good) | Defending Bone (30/50) | Aura of Purity 17/17 | Lore Needles 3/3 | Inv. Mind 16/17 Active:Mind Blank, Heroism, See Invis, Hunter's Blessing, Mage Armor, -2 re Int/Wis/Cha | Constant: Automatically knows when a spell or SLA of any school of magic is cast within 60', Ameliorating (blindness & curse); ContinualFlame
Theodric de LaMontagne wrote:
Marta - A.K.A. Telmar So-Melnop wrote:
I find the magic items in 1e a bit underwhelming. I have piles of cash saved up and nothing interesting to put it in until I can beef up a weapon or get a 4th level item. I prefer the feats in 1e too. But I do like the mechanics of 2e better.
I'm the opposite in terms of magic items: I find the 2e ones really boring and annoying. Much prefer the 1e items.

I agree that some of the 2e ones are sort of tedious. But I like that they did away with all the essentially obligatory ones in 1e, like how you could never take any cloak but a cloak of resistance because otherwise your saves would be too low.

Liberty's Edge

L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism
Theodric de LaMontagne wrote:
[I'm the opposite in terms of magic items: I find the 2e ones really boring and annoying. Much prefer the 1e items.

Please give me suggestions then. 3rd level Barbarian, 2nd level bard, 1st level cleric, core only.

Dark Archive

Female CG Elven Witch 17 | HP 120/136 | AC 17 T 13 FF 12 (DR 5/Bludgeoning) | CMB +8, CMD 20 (25 grapple) | F: +16, R: +17 (evasion, Duck & Cover), W: +23 | Init: +6 | Perc: +31, SM: +1 | Speed 30ft (Fly 40ft - Good) | Defending Bone (30/50) | Aura of Purity 17/17 | Lore Needles 3/3 | Inv. Mind 16/17 Active:Mind Blank, Heroism, See Invis, Hunter's Blessing, Mage Armor, -2 re Int/Wis/Cha | Constant: Automatically knows when a spell or SLA of any school of magic is cast within 60', Ameliorating (blindness & curse); ContinualFlame

I also like that wands and staves are much more interesting now.

Also, forgot to mention before, I like that healing is more of a thing now and not just an expenditure of gold after every fight.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

Not sure why 'core only', but here's my PFS standard suggestions:

3rd barbarian: Cloak of Hedge Wizard
2nd level bard: Hat of Disguise
1st level cleric: some holy water, 'cause you shouldn't have magic items at 1st level lol

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
Agata wrote:
Also, forgot to mention before, I like that healing is more of a thing now and not just an expenditure of gold after every fight.

Hmmm... I'm on the fence on that one. I know what they did there, but effectively becomes a wash down the road, so why bother?

Grand Lodge

The Paths We Choose

While I wouldn’t say I hate 2e, I’m not a fan…the 3 action economy is OK but I don’t like how they’ve restricted combat feats (i.e., the better archer feats are limited to fighters not rangers), not a fan of how you get ancestry feats, and they nerfed the longbow.

My favorite fantasy hero, from books and movies, have always been Elven Archers/Rangers and that’s my preferred RPG PC…and PF2e killed that, at least for me. Sad thing is, 1e PBP is steadily dying out…if/when it does, I’ll probably go back to 5e or maybe the new 6e when they release it…

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
Agata wrote:
Theodric de LaMontagne wrote:
Marta - A.K.A. Telmar So-Melnop wrote:
I find the magic items in 1e a bit underwhelming. I have piles of cash saved up and nothing interesting to put it in until I can beef up a weapon or get a 4th level item. I prefer the feats in 1e too. But I do like the mechanics of 2e better.
I'm the opposite in terms of magic items: I find the 2e ones really boring and annoying. Much prefer the 1e items.
I agree that some of the 2e ones are sort of tedious. But I like that they did away with all the essentially obligatory ones in 1e, like how you could never take any cloak but a cloak of resistance because otherwise your saves would be too low.

Cloaks of Resistance should have never existed... that, or they should have allowed the stacking of enchantments on items in PFS. I find the cloak of resistance problem not really being a problem in a rigorously GMed homecampaign or AP done in campaign mode... The cloak of resistance issue is most accentuated in PFS because 'every PC must be an island' and not rely on the same teammates for each adventure. When your party has a cleric constantly surrounded by a magic circle against evil, you find that many PCs begin to ditch the cloak of resistance for other cool stuff...

My favorite item ever was when my halfling swashbuckler touted a Cloak of Manta Ray in the underwater dungeon of Hell's Rebels. They called him the 'halfling torpedo' or something similar as all the enemies saw was a large size manta ray with a hand sticking out holding a rapier... with swim speed 60 or something similarly ridiculous... lol... it was a blast!

Liberty's Edge

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L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

Well, dang. I got that backwards. It is the 2e magic items I am not fond of. Looking to outfit my level 1,2,3 characters in 2e.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
GM Otha wrote:
Sad thing is, 1e PBP is steadily dying out…if/when it does, I’ll probably go back to 5e or maybe the new 6e when they release it…

1e PBP may 'die out' but I guarantee you'll keep seeing lots of action over VTT... that's where I've put most of my energy in the last 2 years. Roll20 is a blast, and you get an entire scenario done between 6:30 and 10:30, Pacific Time, about twice a week. For AP books, we can do one entire book in two or three nights.

But my absolute favorite gaming time is with a local group of friends playing APs. We take our sweet time, and that's how you get the most fun out of gaming I think. We've been on book 3 of Strange Aeons for about 1 year now, playing two or three nights a month, and we leave no stone unturned. When the AP says "if the PC dies in the dreamworld, they wake up with a madness", well, we do just that, and we use that as fuel for roleplaying. We welcome adversity, disease, gelatinous cubes and memory-wiping incidents! Only through 'fear of failure' does this game become boring and repetitive. Accept the bumps on the road and the occasional loss of limb, and the game becomes more fun! ;)

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
Marta - A.K.A. Telmar So-Melnop wrote:
Well, dang. I got that backwards. It is the 2e magic items I am not fond of. Looking to outfit my level 1,2,3 characters in 2e.

Ha! in that case, I 100% agree with you! 2e items and the whole 2e gold piece economy is a deep hole filled with a stinking cloud!

Liberty's Edge

L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

I expect some duds, but most of the items are duds. Who wants to pay an adventures worth of gold for an item that gives you a +1 FOR ONE ROLL!?

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

Yes and it's mostly flavorless gruel imo

Dark Archive

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Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

@Theo - Are you finding all of these listings for PF1 games on Warhorn or on Roll20 or somewhere else?

Grand Lodge

The Paths We Choose

@Zaarah: the Marilith has displacement and Zaarah needs 5 miss < 50% checks (one for each attack). I’ll be updating when I get off work and I’ll roll ‘em if you can’t get to it before then…

Grand Lodge

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The Paths We Choose

Posted. Sorry, forgot tonight was play night; we went to a community theater and watched a play and just got back a little while ago…

Theodric, I subtracted the DR5/Adamantine from your damage both last round and this round…

Liberty's Edge

L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

@Theodric
Did you add the +3 AC bonus from the greater lend judgment to your AC on your tag line? Looking at the to hit numbers it does not really matter as only rolls 39-41 would be affected, but still...

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

No I have not!!

Sovereign Court

@GM: is Theodric still bleeding?

Grand Lodge

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The Paths We Choose

No, healing with your wand stopped the bleeding…did I forget to remove that in the status? If so I’ll fix it with my next post…

Grand Lodge

The Paths We Choose
Flint Firetoe wrote:
@GM Otha - This effect is a real pain in the butt and you will have to review every magical item roll for each character. Now some points.

Yes, it’s a real pain…

Flint Firetoe wrote:
1) (Assuming it is Mage's Disjunction from the nature of the effect and the Spellcraft DC of 24): Characters that are flying with the Fly spell or Overland Flight might be fine as they will fall (like Feather Fall) for 1d6 rounds at 60 feet per round when the magic is dispelled. If they land during this time then they will take no damage or potentially less damage than anticipated from the fall. Mage's Disjunction works as Dispel Magic in terms of stripping away magical effects. If this is some sort of Anti-Magic Field then Fly just stops suddenly.

You assume correctly that it’s Mage’s Disjunction…but can you explain the falling to me? I assumed that since fly was dispelled, you’d immediately start falling…but you know I’m not as well versed in magic…

Flint Firetoe wrote:
2) We will need to know what the Will DC of the spell is to resist for all of our magical items.

I’ll double-check, but I think the Will save for items is DC23; you can use either the item’s will mod or your own, whichever is highest…

Flint Firetoe wrote:
3) I am assuming that all our magical items bonuses will be working to make these saves so we will benefit from our ability boosters and cloaks of protection for these saves. We might also be able to benefit from spells like Heroism for these item saves. You will have to adjudicate.

I would read it as your magical item bonuses would apply but spell benefits would not…

Flint Firetoe wrote:
4) Items stored in extra-dimensional storing items should be shielded from this effect as they are not currently in the area of effect of this spell but are stored in a pocket dimension. Items would probably not be accessible if the storing item in question failed its will save.

I would concur on both points…

Flint Firetoe wrote:
5) A natural 1 on an item saving throw destroys the item permanently. I hope people have saved their re-rolls. :)

Aye, I hope so as well…not a fan of item destruction this way. If you fail the save otherwise, the item is just considered mundane until the spell’s duration ends…

Flint Firetoe wrote:
6) Zaarah has two negative levels which means an additional -2 on all Will saves. This is cumulative with the -4 planar penalty for a total of -6 on all item Will saves. Yikes!

Yeah, that sucks…I just hope no one rolls a 1 unless they have a reroll…

Flint Firetoe wrote:
7) Are new spells even possible in this area? I would think not.

As I read it, within the area of effect, new spells are disallowed until the spell’s duration ends. Outside of it, I’m thinking you’re good…again, I’ll double-check…

Grand Lodge

The Paths We Choose

Oops, sorry Theodric, forgot to update it but you are NOT bleeding… ;)

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

@GM Otha - When in doubt check the original text of the rules. The Fly spell says if the spell is dispelled it acts as the spell just ended. When the Fly spell ends a character floats down for 1d6 rounds at 60 feet per round. If you check the Mage Disjunction spell it says that it ends spells as Dispel Magic. Hence all character will be floating downwards for 1d6 rounds until the Fly or Overland Flight spell end. :)

Please verify the save DC of the Mage's Disjunction spell as it will matter for most characters. The bonus for item saving throws are 2+(item level/2) rounded down. Most characters here will want to use their own Will saves instead. :)

My understanding of the rules is that Make Whole (of sufficient caster level) will fix destroyed magical items.

Grand Lodge

The Paths We Choose

Thanks, Flint. As for the DC, confirmed it’s 23…

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

I might need until the weekend to get a post of this size up, FYI.

Liberty's Edge

L/G Female Aasimar UMonk/1 Inquisitor/15| HP: 148/148 (0/25 Ab Br)(0 NL)(0 temp hp) | AC/T/FF: 31/23/28 31/23/28 | CMD: 37 37 (+3/5)[coord def][RoTP] | F/R/W: 20/17/24 18/15/22 | Init: +11 (+2)[HuBl] (+4)[HAw] | Acro +21, Intim +37, Perc +30 (+2)[HuBl], SenMot +32, SpCft +5, Stealth +11 (+2)[HuBl], Survival +13 (+2)[HuBl] | Speed 30ft | Active Conditions: see spoiler for other effects; current effects: instrument of agony, Div Favor +3, shield, height aware, shield of faith, freedom of movement, ablative barrier, see invisible, heroism

I think, though, that if this is a permanent effect area, the feather fall will also be affected by the disjunction. Is it?

@GM Ortha
For the sake of sanity, will we need to calculate stats in our tag line taking the disjunction into affect, or will we be passing through and should include our belts and headbands and such in our stats? I'd really rather not have to do both.

Note to others: Save your item saving throw post in an editor. This is one post you do not want the gremlins to get ahold of and destroy!

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