My own PbP combat style is to try and respect initiative order in resolving actions rather than just simple posting order (unless the sequence of events would benefit significantly otherwise).
I'll roll initiatives at the start and some saves if I think they will affect my further actions in the turn to keep things moving. If you wish to delay on purpose, let me know, don't just wait on me. I will usually only update the combat narrative when everyone who can go has gone.
Make sure you roll for your actions in the order they occur in your turn. Requested saves first...
Make sure you keep your tagline updated with the current value for your Saves, Perception, Exploration Activity, and Armor Class, considering your spells cast. Treat it as your verbal response if I were to ask you what the value was in a face to face game, because that is how I'll treat it. But don't worry about conditional modifiers like cover or prone, I'll handle that stuff.
I will try to keep track of everyone's ongoing buffs in the combat tracker during combats and will also show you enemy conditions (and heights, if they are flying), so we are all on the same page. Let me know if I missed something.
Feel free to ask about anything in the discussion threads or if you think I've ruled incorrectly or just made a mistake. You likely know your character better than I will. I'll make corrections as necessary, but I think we all know there are still some rules that are up to the GM's discretion. I try to rule by RAW for PFS, and stick to written tactics unless they are obviously illogical as the combat progresses.
Also, let me know if you need to take a short break from the game for any reason.
Please post your:
Player Name
Character Name
PFS# for this character
Class
Level
Faction
XP Progression (slow/normal)
Player Name: Nathanielwise
Character Name: Dorgath Elokar
PFS# : 2390878-2008
Class: Cloistered Cleric
Level: 6
Faction: Grand Archive
XP Progression: Normal
Been a while since I've played on the forums, but glad to get back into it. I've got one glyph to hand out as well!
Hey all, we are about ready to start, feel free to introduce yourselves in Gameplay prior to the scenario start on Sunday. You start near the docks in a small Shackles settlement known as Quent.
F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions: none |
Player Name: Halgur
Character Name: Salissa Greenscale
PFS# for this character: 35206-2012
Class: Kineticist
Level: 6
Faction: Horizon Hunters
XP Progression (slow/normal): Normal
Sorcerer-5 HP 33/63; Spells L1:3/4;L:2 1/4;L3:1+1/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';
Player Name: B Viggers
Character Name: SLipp
PFS# for this character": 100387-2003
Class: Sorcerer
Level: 5
Faction: Horizon Hunters
XP Progression (slow/normal): Normal
Looks like ranked choice give us the same order as stated 1,2,3,4,5. Let's crank these out. I'll try to give everyone a full day to respond to my posts so check the game daily.
Looks like reverse order this time... also, Salissa held her own pretty well in that first fight so we will go with granting the first Hero Point to her.
After we get done with this particular hazard, there are four other missions to tackle in this Act. So, let me know your preference for the order you wish to do them.
Male Human Fighter 6 | HP 86/86 | AC 25 | F+12, R+10 (bulwark+3), W+12 (bravery) | Perc +12 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none
GM Erich -- Can you just confirm Dennis' options:
1) DC 18 Climb check to get back to the main deck.
Is that 1-action to do that?
2) Drop down to the 5' platform (?).
Not sure I see where the platform is. Is that half-way up the side of the ship, adjacent-ish, to the baddies? If so, is that 1-action to jump down? If so, would that jump require an Athletics check?
1=yes, roll and 1 action
2=yes, one action to leap (no roll, more of a controlled swing and let go) - you would be down where the rigging ends (white circle) 5 feet away on the diagonal from the dragon but on "solid ground" with both hands free.
Alternately, you could climb down the rigging 5 feet (with a DC 18 check) and be adjacent to the dragon (blue circle) but with both hands holding the rigging. Able to kick though!
Good point. The save should be whenever you are or look over the side of the ship as the dragons emerge. So only Ra'uf would benefit as he moved over after the song started.
As usual, you will be able to have an overnight rest in between acts.
When the new one begins, there will be a choice as to what order to do the new missions. So again, let me know your preference for the order you wish to do them.
▫ Mission 1:Don’t Try Me in a Sea Race (Chase)
▫ Mission 2:Cut a Path (Combat)
▫ Mission 3:Deep Hooks and Rake (Hazard, Puzzle)
▫ Mission 4:The Island Remembers (Hazard)