DUNE PF1

Game Master Johnny_Panic

“Without change something sleeps inside us, and seldom awakens. The sleeper must awaken.”
― Frank Herbert, Dune

Freman words

MAP of NORTHERN ARRAKIS

SAND TRUCK STOP MAP

CURRENT MAP


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Post none game play things here, I want no Blue walls of text in game play thank you everyone.

or "Shai-Hulud falls players die."

hahah


Dude, so looking forwards to this, I will be using the character Borak, and get him over here in just a second.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Minor tinkering left to do for Kasit. But this knife wielding doctor is just about ready to go. Thanks for running this. :)


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Kaasit, if Borak's water would help with purchases you can have it.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Thanks! But the only thing I am missing is a Water Purification Sponge or two.

(This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.)

It would be useful if someone here had some of those, so we can purify water that would otherwise be unavailable to us.


lets not call it just a spunge, its a water filter device that has a spung in it. you can pop a new spunge in when one done, and its one letter not paint


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
GM_Panic wrote:
lets not call it just a spunge, its a water filter device that has a spung in it. you can pop a new spunge in when one done, and its one letter not paint

Two Water purification sponge filter device coming up.

I'll also need to sort out how to do the poisons, but I'll worry about that at a future date.

would Borak be able to make those if he took Craft alchemy instead of craft poison? It looks like craft alchemy covers poisons but not visa versa.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Hey Panic, need a couple bits of information for his back story. What is the name of the sietch the team is from now? And what would be a good name for a 'nearby' wild sietch

Also would it be ok if Borak's parents were from a wild sietch (got a good name for this one too?) transporting goods to the yet to be named sietch the team is from and were attacked by Harkennons (some on probably said the wrong thing) and he was the only survivor (hiding in the sand with his parents knives?) and raised by one of the teams family or all of their families for hat matter.

I'm figuring he was nine or ten, so half his life ago, he remembers the sietch of his childhood. He would have been wounded in the attack and caused the scar on his face. I'll keep working on the particulars of his backstory.

Edit What languages are known and what available


Is this ok? I'm starting a list of Freman gear

Water Filter Device: 25 ml. 1 lb. This device holds one liter of water; pouring the water out of the water filter device purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the device is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, and other exotic threats. Each device can cleanse 25 liters of water before deteriorating and becoming useless.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Just realized that Incredible Healer can't be taken until lvl5. So that we can still have healing...

Could I use Healer's Hand Conduit?

I'll take K-Planes as a feat tax if need be. Might as well call it "knowledge anatomy" given the way it is used. Then I'll take incredible healer at lvl5.

@Lvl 3 (with healer's hand conduit and skill focus)
* +13/+16 with kit
* DC 20: 5hp (1hp per level)
* DC 25: 8hp (+wis)
* DC 30: 11hp (+ranks in planes)
* Take 20: 11+1d4hp (trait)

That's...not much. But I don't see any other way to heal injured characters absent magic.

@lvl5 (with skill unlock and incredible healer added)
* +15/+18 with kit (incredible healer can be used to make it 1d20+15 or 18)
* DC 20: 13hp and also remove up 2 ability damage from each ability score
* DC 25: 26hp
* DC 30: 31hp
* Take 20: 31+1d4hp


Healer's Hands (Conduit)
Source Planar Adventures pg. 28
Your healing efforts are bolstered by positive energy. The spice's auditions metaphysical ability to see treatments that will heal faster.

Prerequisites: Heal 1 rank, Knowledge (planes) 1 rank. You need the spice addiction as a trait, AND you have to eat one gram of refined space, or 1000gp of spice to use this ability for 24 hours

Benefit: You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Heal (planes) Profession (Doctor) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). Profession (Doctor) X3

In the books, paul talks of changed water of life, giving the freman some small aspects of the metaphysical ability he has, they have a mad party when a new revered mother is named. and her changed water of life is used, a drop of a time, to give a freman some short lived ability. You have a tiny bit of spice presence that helps you 'known' the best way to heal someone, down side is you need spice addiction as a trait, AND you have to eat one gram of refined space, or 1000gp of spice to use this ability for 24 hours. This would explain Doctor Wellington Yueh's ability known what is wrong with someone with just a touch, he was using spice to aid him. So see what was wrong from what his spice heightened senses where telling


Robert Henry wrote:

Is this ok? I'm starting a list of Freman gear

Water Filter Device: 25 ml. 1 lb. This device holds one liter of water; pouring the water out of the water filter device purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the device is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, and other exotic threats. Each device can cleanse 25 liters of water before deteriorating and becoming useless.

Yes please that would really help, we are making the house rules here, and its easy to lose track, see above post on Feat Healer's Hands (Conduit)


Børak wrote:
GM_Panic wrote:
lets not call it just a spunge, its a water filter device that has a spung in it. you can pop a new spunge in when one done, and its one letter not paint

Two Water purification sponge filter device coming up.

I'll also need to sort out how to do the poisons, but I'll worry about that at a future date.

would Borak be able to make those if he took Craft alchemy instead of craft poison? It looks like craft alchemy covers poisons but not visa versa.

Note: Space Adistion trait, also gives you a level of resistance to poisons, +4 lets say. So very one on Arrakis who has become addicted to the spice gains +4 resistance to poisons.

ALL PLAYS,
Aemend space addition Darback trait, add resistance to poisons +4 as a benefit as well.

Trait
Space Addiction
After spending some time on Arrakis also known as DUNE, your body now needs space each day or you start to die. There is no known qure for this addition. You have to consume 1 gram of unrefined space a day, or you start to die, at an ever faster rate.
Weathdral days You lose 1hp a day accumulating, every 3 days losing 1 Wisdom point accumulation.
Day 1 -1hp
Day 2 -2hp
Day 3 -3hp -1Wis temp
and so on.
Some healing can help with the HP loss, but the wisdom last can only be removed with the consumption of space. 1gram of unrefined spice, 8 hours rest after consumption of space all withdrawal symptoms will have gone.

Raw space is often consumed as space Coffee. And most carry a small set, of a heater veslle to collect spit and heat it, and a small bad of raw space.

How ever there is a positive side to the drawback trait
those with it and who have consumed there daily raw space gain resistance to poisons +4 as a benefit. Plus this trait is a prerequisite for any spice metaphysical ability Feats and abilities.

So dear players,
I this new idea of spice metaphysical ability, born from the above trait means that we can alter things like Healer's Hands (Conduit) Feat to work not with positive Energy but SPICE! awaking the powers in the mind. Not psionics thiu it is very teamped to head the Psionic root, psions tems to me magic powered by the mind, over what is in the DUNE books. which is precognition post congnation, Pual mother even asked him in the books when he talks into the mind of a fellow Bene Gesserit Reverend Mother. And she scream "Get out of my mind" Was that telepathy, and he days "no, I am talking to her form the past" He is in her mind becouse he was always going to be in her mind. yes I know that is a hard one to think about. But its about human potential to passive reality in new ways. [Remember DUNE was written in the 60s and Herbert was influenced by works such as Aldous Huxley The Doors of Perception, if you have no read this book you should, you will understand DUNE better doing so.]

“the most precious substance in the universe is the spice Melange…The spice extends life… expands consciousness… gives the spacing guild's navigators the ability to fold space…that is, travel to any part of the universe without moving.”

So eat spice, again the Melange space edition trait, and have it expand you consciousness to near super human levels.

'What senses do we lack that we cannot see or hear another world all around us?'
Frank Herbert —


I have check all PCs and with the above changes
your all good to go.


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Hello everyone!

There are still things he needs to purchase and other minor adjustments, but he should be ready ish....

That Still suit is really 1000gp?


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

He Panic a quick question about the spice addiction. Do we have to intentionally intake some, like with the coffee, or as a 'spice' on our food? Or does just being here, breathing the air, does that curb the addiction?

Just wanting to make sure I plan Borak's day properly.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

And fair enough on the feat. I’ve made the changes. Just worried that 100 gold per day to heal about 25 HP each (taking 20 and healing twice) isn’t much. But it’s something we can make work until I hit lvl5.


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Would we have had been given (earned, Crafted) our own individual

Fremkit contents:

A Fremkit contains the following:

Paracompass (navigation tool, tailored for Arrakis' astronomical and geographic properties)
Stilltent (foldable, portable shelter counterpart of a stillsuit)
Maker hooks (wormriding tools)
Thumper (wormriding tool and improvised decoy)
Manual of the Friendly Desert (fremkit manual)
Sandsnork (also 'sandsnorkel')
Sand compaction tool (also 'sand compactor')
Oil lens binoculars (optional)
Various water and food rations

Seems logical being 3rd level that experienced Foreman would have a known requirement for the Desert.

Otherwise I have readjusted his Equipment purchases with the 250gp starting currency.

On the subject of Healing (which probably will be important), Alchemist Extracts would work in this setting. If we think that our answer I could change a bit...


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Hi checking in. I made a few tweaks to Ghir. I need to get him some gear, will try and get that sorted soon.

Re spice IIUC fremen often have spice in their food. Apparently it can be processed to create things such as spice paper, spice fiber or chemical explosives.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
Audi ibn Jad wrote:
Would we have had been given (earned, Crafted) our own individual

Dude, nice list!


Male Teifling Welcome players! Roll20 Map
Børak wrote:
Audi ibn Jad wrote:
Would we have had been given (earned, Crafted) our own individual
Dude, nice list!

I copy/pasted from Dunewiki...lol.

Been reading this morning!

I actually like him as a Ranger for this (plus already playing an Alchemist in WotR).

@Fangdragon Dirty Tricks plus my Entanglement and Grapple shananagins should be fun!


1 person marked this as a favorite.
Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
Dorian 'Grey' wrote:
Børak wrote:
Audi ibn Jad wrote:
Would we have had been given (earned, Crafted) our own individual
Dude, nice list!
I copy/pasted from Dunewiki...lol.

Dont admit stuff like that, I thought you were a genius...


Børak wrote:

He Panic a quick question about the spice addiction. Do we have to intentionally intake some, like with the coffee, or as a 'spice' on our food? Or does just being here, breathing the air, does that curb the addiction?

Just wanting to make sure I plan Borak's day properly.

You have to ingest it, most do it in food or in a drink. Its you daily intake, spice is not everywhere, hence spice sands. And its the unrefined space, The refined stuff, well you dont even know how to do that, only your overlords do as far as you know.


Audi ibn Jad wrote:

Would we have had been given (earned, Crafted) our own individual

Fremkit

Seems logical being 3rd level that experienced Foreman would have a known requirement for the Desert.

Otherwise I have readjusted his Equipment purchases with the 250gp starting currency.

On the subject of Healing (which probably will be important), Alchemist Extracts would work in this setting. If we think that our answer I could change a bit...

Ok

1: Your not wild Freman your Village Freman, as in the boo, the half domesticated freman who live in villages inside the sandwall around Arrakeen

Arrakeen and map of area around it, North Pole of ARRAKIS

See those black dots, they are freman Villages, not sietch's but Villages. You are form one of those. Wild Freman, why they live way out past the shield wall in sietch. Most Wild freman look down on village Freman as weaker and to close to offworlders for their own good. Yet they need you to trade of off world stuff. Now you all live in a village BUT, by family or trade you could have been or even lived in a wild fremen sietch, you may still have links to one or more. Your call, you can name the tribe and the sietch. But right now you live in the "Keenooo" Freman Village. Running like rats in the street, trying to make ends meat, and always trying to keep one step ahead of the Harkonnens.

You have never done the write where you ride a worm
You dont have the full respect of real wild freman
You tent to live in the safe area in and around Arrakeen,
where you home Village is.

So no Fremkit well a full one, errr not yet, you will get that, in game.
Lets call it a master work version of the survival kit, and you just have the basic one.

Village Fremkit contains the following:
Basic Paracompass (navigation tool, tailored for Arrakis' astronomical and geographic properties)
Basic Stilltent (foldable, portable shelter counterpart of a Village stillsuit)
Maker hooks (wormriding tools)
Basic 2x Thumpera (wormriding tool and improvised decoy)
Manual of the Friendly Desert/Map northern ARRKIS only (fremkit manual)
Sandsnork (also 'sandsnorkel')
Basic Sand compaction tool 10 charges (also 'sand compactor')
Oil lens binoculars (optional)
Various water and food rations

2: I have posted the cost of stilsuits, and it has been reposted, so that will tell you there are more than 1000gp.

3: Game play is up now start posting.

4: Be nice and lets all have some DUNE fun.

:)


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Thanks for the clarification Panic, I'm not ignoring the in-game post, just still working on Boraks back story and developing his personality a little.

Thanks for the information on "Keenooo" Freman Village.


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Much gratitude!

We are having Game Night tonight but I will definitely be posting in the morning....


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

I don't have Borak's ten questions answered, but I couldn't help posting. I hope someone brought our 'water tap.' Pity to just take the gear and waste good water.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Wow, first post and right out of the gate I call my character by the wrong name....


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

@FangDragon have you seen this Trait? Ironic considering our environment...lol.

Splash Attack:

Source People of the River pg. 25
You catch others off-guard when a confrontation escalates. As long as you are standing in or adjacent to water, or holding at least a pint of liquid (including insoluble liquids like oil or alchemist’s fire), you can perform a dirty trick combat maneuver to blind a foe within reach without provoking an attack of opportunity. If you select the Improved Dirty Trick feat, you gain a +2 trait bonus on dirty trick combat maneuvers to blind foes as long as you are standing in or adjacent to water or holding a pint of liquid.


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Dune Lore

Having fun relearning stuff!


A good solid start my dear players, and
Børak I like the description work.

OK I am going to add one more thing to the game

HERO points,
But with a small add.
You can spand hero points just as stated but also

1: Hero point, lets you take over the narrative for one action/or descriptive moment.

That means you can state what happens next, introduce a new person/object/event into the current native.
In other words you take over the DM role for 1 post.

Now Hero points, hero point feats and other things
related to hero points, I will give out as Boons in game,
to players I think use them well in this way.

My hope is that we players and myself get to build a story we all
enjoy. I want you dear players to feel you and shape your destiny
in this DUNE setting.

but remember it has to be setting fit, so no mastive braking or book history or setting.

You all start play with 1 hero point.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Last few days I've been laid up in bed with a nasty cold, starting to feel a bit better today. I'll get Ghir's equipment sorted, have done his background now.

Dorian wrote:
@Fangdragon Dirty Tricks plus my Entanglement and Grapple shananagins should be fun!

Oh yes!

Audi ibn Jad wrote:

@FangDragon have you seen this Trait? Ironic considering our environment...lol.

** spoiler omitted **

Yes, I saw that and immediately discarded it :)

Edit: I don't have edit access to that map btw, have requested access.

Edit2: As far as tactics go, Ghir has a fairly decent +10 stealth modifier. I think he might be able to get somewhat closer undetected, following the ridgeline.


Same here, I flow to Dublin and now have a stinking cold.

Map access granted


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Hey Ghir, is your 'craft leather' actually 'craft stillsuit'? Also check you 'armor penalty' the village stillsuit is at - 1


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

These Abilities will be used constantly unless otherwise prevented.

Trailbreaker (Ex) and Plot Course (Ex:

Trailbreaker (Ex)
A transporter constantly works to obscure his trail. He increases the Survival DC to track him, or a group of which he is a part, by an amount equal to half his ranger level (minimum 1). This does not stack with similar abilities, such as a traceless operative’s trackless ability.

This ability replaces wild empathy.

Plot Course (Ex): At 3rd level, a transporter can spend 1d4 hours and attempt a DC 15 Knowledge (geography) check to plot a subtle course of travel between his current location and another destination. The transporter’s course of travel is almost never direct, as it is optimized for smuggling. Thereafter, the transporter gains a +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks involving traveling along his plotted course.

So, any time we are Traveling somewhere, he will want to Plot Course. I get there will be scenes where time is of the essence, but I would like to attempt it in most circumstances.

I really thought of Dune when I read the Archetype.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

cool, I had taken geography as Borak's second 'background' skill, should I change it to something else to add benefit?


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

With a Ranger, a Rogue, a Slayer and a Swashbuckler we are looking famous on our Skills. We are really only missing Diplomatic techniques but I just chalk that up as standard Fremen foilbles....


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*
Børak wrote:
Hey Ghir, is your 'craft leather' actually 'craft stillsuit'? Also check you 'armor penalty' the village stillsuit is at - 1

That's a good question, certainly it's my intent. GM Panic can we have craft stillsuit?

Børak wrote:
Hey Ghir, is your 'craft leather' actually 'craft stillsuit'?

Sorted, I had to apply a manual modifier in herolab, and I switched to Lamellar cuirass which has the right AC and max dex bonuses bonuses.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

A question about rolls, having failed the perception check could somebody point out a path allowing a stealth check?


craft stillsuit yes


Ghir son of Dranor wrote:
A question about rolls, having failed the perception check could somebody point out a path allowing a stealth check?

yes you in suprise round


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

How old is everyone?

Working on Borak's back story, I figure he is young at 19 or so. I figure he's known you all ten years or longer. His mom and dad would have been from the viliage, but was killed coming back home from visiting a 'wild sietch'


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

I have Audi at 25. Apparently the old man that worries...

I was under the impression that we were quite a bit of distance away from the targets?

Thought that Stealth was to get within a more Combat distance?

I am picturing Audi ibn Jad as an experienced smuggler. His preparations are sought after for Planning Routes to avoid Harkenen patrols, to intercept Harkenen supply trains, and to even lead Infiltration teams to various Harkenen industrial sectors.

His combat routine is usually to Scout, assess, plan, and take advantage of terrain, timing and surprise. He uses Nets to Entangle (and confuse) his opponents while limiting their movements.

His follow up would be to subdue (Grapple, Pin, Tie up in net) his target.

He does have plenty of lethal weapons for such occasion as it is warranted.

Don't be surprised when he sighs, shakes his head in aspiration or even yank at a tuffs of Desert foliage in frustration. He is a planner, so most spontaneously inspired performance will be met with mini tantrums...lol


Human Rogue (4th lvl) Trickster (1st Tier) | HP 47/52 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

"Initiative_monkey" are you rolling initiative for all of us? It may speed up the process.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

I'm fine with Initiative_monkey rolling for us.


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

I do enjoy that our dps and our Healer is the same person...lol. Nice moves, Kasit!


Will do from now on, for a Banana


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Small problem. Kasit can’t hit the same target twice. If he hits the first he can attack a second. So they are probably both just wounded.

Startoss Comet

“ As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space.”

This is the only weird thing he can do in combat. Sorry for not explaining in better earlier


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Ghir I think hasn't had a chance to study his target so he has to rely on Kitsune Style to land a dirty trick. Thanks to Kitsune Tricks he gets to make apply two different conditions with a single dirty trick combat maneuver.

If he had studied his target he would have been at +1 to hit & damage, and he would have been able to deal damage with his crysknife.

The dirty trick condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Languages:

Kasit has Int12. So I have Fremen (the common language of his people on Arrakis) and Galach (the common language of the Imperium). I assume that for us Fremen is the starting language? I also assume that every house has its own battle tongue?

https://dune.fandom.com/wiki/Category:Languages

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