Book 1 The Dead Roads (Inactive)

Game Master Seldlon the Swift

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Ardran, you have now twice indicated a misunderstanding of perception and aid another. I am not here to learn the game for you but I did find the time on this one. tl;dr yes you can LOL

You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you’re helping gets a +2 bonus on his or her check. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

I had a number of GMs who were "no you cant aid another on perception", and as the rule is, its pretty much GM territory. :)


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HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

I think the reason for that can be that people in outdoor situations especially would go "highest rolls, everybody else aids, he gets an effective +x to all perception checks".
Which is totally valid. But at the same time, most of those tables neglect the penalties to Perception.
Which honestly don't really feel immersive - so I understand some hand-waiving and re-balancing.
That +1 / 10 feet would render most people effectively blind beyond 200 feet distance.
Oh, a battle between two groups on open grasslands 300 feet in front of the party? Pity you didn't notice that.
Interpretation on those things is, unfortunately, indeed often victim to table-variance.


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

I did consider the halfling version of helpfull, but I saw no sensible way to include being raised by Halflings for a Kellid Nocticula worshipping human living at the border between the worldwound and the darklands.

I will make it a +6 soon though, by virtue of tears to wine.


Female Assimar Cleric (Stoic Caregiver) 1 | AC 16 T 11 FF 15 | HP 10/10 | F +5 R +1 W +5 | Init +1 | Perc +10 Darkvision | Channel 2/6

What is gameday XI? Does it have something to do with the superbowl?


no, Pathfinder society sponsors different 'Game days' throughout the year. I think they coincide with promotions to get folks to play at their local stores or groups in RL as well.

Edit: If you google it, you'll see different places advertising it. I used to know several PFS GM's that could have answered the question, but sadly I haven't Played PFS in so long that none of them are still active.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

When there's no sensible way for something, you have to find creative ways for it.


Farod Shamar wrote:
That +1 / 10 feet would render most people effectively blind beyond 200 feet distance.

I sent a dragon up to scout for the party. I asked how far out the dragon could see medium sized creatures from that altitude. A GM teased me with that modifier but of course did not apply it. All archers need blind fight. LOL.

And the perception rule was just noted in your game play. No one has a sense of smell that can locate a smell coming from a room they cannot see into. I believe the smell is coming from behind the sarcophagus I smell that is on top of the dais I smell.


Hmmm, I realize were doing block initiative, since Ardran did post first and he does have a higher initiative, I will wait for him to learn the answer to his arcane knowledge. If he readies an attack Wulfgar will also ready an attack. If Adran 5 ft steps he will need to 5 ft step in front of Wulfgar since the stairs would be rough terrain, right? I believe, if he moves forward to attack, Wulfgar will move to protect the others. Not sure yet so will wait until his action is determined.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

Aye, hence why I say - pure 'RAW' on that kind of thing completely wrecks immersion because it essentially gives you rendering distance like a video game.

But with that comes some table variance on how to deal with it sensibly. Hence why I said - I would have expected what you wrote, but I do understand Ardran was not entirely sure.


True, I think the 'flow' would have been better if he rolled the knowledge check, and once he received the answer posted his actions. But I understand wanting to keep things moving. Once Igar provides the knowledge check, assuming Ardran rolled high enough to learn offensive capability of the creature, then we'll move on.

So what happens if we don't learn if the snake has 'spitting'/ranged potential? Hmmm, my first plan was to rage, 5 ft step and slash at it. But readying an attack isn't a bad idea. Might mean Wulfgar doesn't get bit this time :)

The steps/rough terrain make it interesting.


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

Do you currently have your glaive out?
But yeah, I basically hope to keep things moving, and reading an attack often a pretty good use of a turn with reach weapons.


yep, second paragraph

Wulfgar Ivarsson wrote:
Pointing his glaive towards the northeast corner, Wulfgar adds,

Pretty much try and describe what he's doing. And I agree readying and attack is a prime strategy. due to the steps I wish we had move room to operate.

Rolling knowledge to know how to fight is good. With a GM who can post three or four times a day, keeping things moving shouldn't be hard. It took me a moment to sypher through your post, use of bold for speech and describing actions was a little confusing, but after rereading I understood. My concern is if the knowledge check gives us the specific information you're looking for. So, I'll wait to see what the response is and act accordingly.

Igar, any chance you'll put 'knowledge check' info in a spoiler? It helps keep moving things along. But it also raises the question of 'metagaming' so I know some GM's avoid it.


This party and the rules....I may kill myself before I kill you.

Morana for future reference loading a light crossbow is a move action. That way you can load and then shoot as a standard action.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

I think she meant to say she's spending her standard for a move to load - because the move was already used to retrieve it - and just shortened that.


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Igar The Terrible wrote:
This party and the rules....I may kill myself before I kill you.

ummmm, I was going to make excuses for my questions, but instead let me say 'We love our gm, where do we send cookies?'


Female Assimar Cleric (Stoic Caregiver) 1 | AC 16 T 11 FF 15 | HP 10/10 | F +5 R +1 W +5 | Init +1 | Perc +10 Darkvision | Channel 2/6

Yup, I was using a standard action to do it.

And I do love my GM.


Female Assimar Cleric (Stoic Caregiver) 1 | AC 16 T 11 FF 15 | HP 10/10 | F +5 R +1 W +5 | Init +1 | Perc +10 Darkvision | Channel 2/6

I know it's not my turn in initiative but it didn't seem to be going so I went ahead.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

It's curious, maybe there is some trigger for a response from it.
I'd have expected it to be some mindless construct blindly attacking trespassers, but seems there may be more to it.

@GM - if it is passive, can we fast-forward to "we destroy it eventually"?
I think we are not taking chances here.


I'm assuming that it will trigger if we open the sarcophagus and or attack it. We'll find out in a second, since Morana shot at it :)


Farad Shamar wrote:

@GM - if it is passive, can we fast-forward to "we destroy it eventually"?

I think we are not taking chances here.

No hint is necessary as you are all doing so well.


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Igar The Terrible wrote:

Wulfgar kills the non aggressive construct.

End initiative.

¯\_(ツ)_/¯


Loving me will get you nothing. Just ask my dogs.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Igar The Terrible wrote:
Loving me will get you nothing. Just ask my dogs.

Yet your dogs still love you. In their opinion, you should probably be "Igar the Lovely".

It all depends on individual points of view.


Ardran wrote:

I have 2 different traits, helpful and outlander which result in it being +4.

helpful which increases it to 3

as well as

The outsider which increases it by +1.

It is kind of expensive at essentially 2 traits, but probably worth it.

Hmmm, sorry Igar, I didn't notice that when we were doing the selection, I don't think we're aloud to have traits that boost the same thing? But obviously it's Igar's call.
PFSRD wrote:
Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack—they’re intended to give player characters a slight edge, not a secret backdoor way to focus all of a character’s traits on one type of bonus and thus gain an unseemly advantage.


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

It does not actually call the bonus a trait bonus though, most traits that give boni do.


One trait should be from the campaign.


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

The outsider is a tyrants grasp specific campaign trait, combo wouldnt work in another campaign.


They are both trait bonuses regardless of verbiage. It is not a game changer by any means but unusual and does not feel right with the stacking. Please fix Ardran. No rush.


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

Exchanged helpfull for savant (+2 to perform oratory). Aid another boni now at +3.


And I bet you get more mileage out of that one.


Saving Shield is a decent feat. It is an immediate action.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

Come to think of it, it's weird that the Osteovites tried to meddle with the skeletal metal statue in the main room, but left the BONE cobra alone instead of trying to chariot it.
Maybe they broke it and that's why it was so passive. Still a weird "encounter".


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

We may have just killed the reason for there not being Ostovites in this room.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

I'd have expected to find dead fish bugs around, in that case.
They didn't seem smart enough to avoid lethal enemies.


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

I am pretty happy that I probably wont eat its full attack. Right? Right?

Edit: THat was presumably a lot of damage.

Double edit: Where did the golden thingy go?


Female Assimar Cleric (Stoic Caregiver) 1 | AC 16 T 11 FF 15 | HP 10/10 | F +5 R +1 W +5 | Init +1 | Perc +10 Darkvision | Channel 2/6

Can a weapon with reach threaten 10 feet diagonally?


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

The exact templates are here:
Exact rules

Generally speaking yes, but you dont get AoO if they have cover from you.


Rules again!

This has come up more than once with more than one player.

Treat tiny creatures like this and you will be correct every time. They cannot take a 5 foot step so apply normal AoO rules.

You have one AoO unless you have combat reflexes. Even with CR you threaten once on an approach. You will never attack into your own square with a reach weapon.

FYI:

"This doesn’t mean that a Tiny or smaller creature entering a creature’s space and moving out of a threatened square with a move action provokes two attacks of opportunity from that creature, for the same reason that moving out of multiple of a creature’s threatened squares in the same move action doesn’t provoke two attacks of opportunity.

This exchange was added to the FAQ in Jan. 2016."

"You do not provoke attacks of opportunity from foes that cannot reach you, no matter what action you are taking, even if it includes reaching into a threatened space. Although it might seem realistic to allow an attack in such a case, it would make the game far too complicated."


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

@Ardran:

I may have misinterpreted, but dancing flames suggest air flow to me. I suspect the crevice is connected to some other place and it fled towards there, maybe hitching a ride with a buddy.

I think we may want to put some rubble there, so if something comes through we'll hopefully hear it, but I'll only suggest as much in gameplay after you are done with your light show.


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

Putting some rubble there is a great idea, but I need to try the "fake unholy hand grenade", mostly for the hilarity.

I hope some of you get a chuckle out of it.


Question Ardran who's sling bullets are you using?

I didn't see any on your sheet, but I did notice that you spent a gold piece on a sling. Slings are free. So, did you spend an entire gold piece on bullets?

That's like one hundred bullets at fifty pounds...so now you've used three, leaving ninety-seven bullets and carrying forty-eight and a half pounds of lead?

:)


Male Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10 Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2

I probably did:)

Added a sane number of slingstones.


Female Assimar Cleric (Stoic Caregiver) 1 | AC 16 T 11 FF 15 | HP 10/10 | F +5 R +1 W +5 | Init +1 | Perc +10 Darkvision | Channel 2/6

One of those bullets was mine


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

Also, just to be clear, Farod currently assumes that we are in a forgotten part of the tomb. Some hidden chambers that have fallen in disrepair.
I suppose if it is the name-giving central location of the town, the tomb proper would be assumed to be in better condition than the rooms we are in.
But some sealed sidewing empty for decades may well have deteriorated to this point and invited in some strange dwellers.

So he does not disregard the option that we are somewhere else entirely, but right now it seems simpler and more desirable to believe that they are simply in a forgotten wing.


I assumed we were in the tomb proper, but it had been sealed centuries ago so everything could be...old and dusty...


Female Assimar Cleric (Stoic Caregiver) 1 | AC 16 T 11 FF 15 | HP 10/10 | F +5 R +1 W +5 | Init +1 | Perc +10 Darkvision | Channel 2/6

Not that my opinion carries much weight. But I think we are in Roslar’s tomb. The Ostovites (which no one has said the name of) are merely summoned guardians along with the construct (Bone Snake) who could have been placed here centuries ago.


Well, your opinion carries as much as the rest of ours, it's just you may not scream it as long or as loud.

I don't remember if Ostovites was said in game or not I just like referring to them as fish-boned bugs :)

If this came up in game Wulfgar would point out that the bugs have ruined the lid of the sarcophagus, whereas the bone snake didn't. And the 'tunnel' looks like something dug in.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

As Wulfgar said, your opinion is as valuable as that of every other player.
I just think as locals we would know about the tomb. And which parts were maintained or open for pilgrimage or hommage, and which parts sealed or off-limits.
Just because there's fishbugs around would not be a compelling argument, by itself, that we are no longer in our home town. Thats what I meant - as I didn't answer Ardrans speculation IC.

Also, sorry for being snarky about the light, Morana :D
But with the lantern, Farod is good.


Female Assimar Cleric (Stoic Caregiver) 1 | AC 16 T 11 FF 15 | HP 10/10 | F +5 R +1 W +5 | Init +1 | Perc +10 Darkvision | Channel 2/6

You are allowed a little starkness. I did leave you in the dark in a strange place where there are fish bone things around.

I'm just not 100% on pathfinders rules yet. If were talking DnD 3 it be different.

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