![]()
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Celly wrote:
"Absolutely. We shall gather any personal items and return them!Good thought." Thanks for the game! Was fun!! Chronicle looks fine. ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Ah. Well, I guess this was the best outcome we could hope for.." Apologies, Saturday was my daughter's birthday, we had a full weekend and a lot of yard work also got done. :) No day job for Boris. Great group! Thanks as always for running, Kludde! ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Yes, hopefully this is just a huge misunderstanding. We ARE actually here looking for the crew of this ship, which none of you are.." ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris calls out to Celly."It's OK, that moisturizer you put on earlier took care of most of that blast!" Inspiring Boost. Standard action to give friendly recently damaged 10 SP. ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Behind us, a logical assassin!"
pew! plasma claw!: 1d20 + 4 ⇒ (9) + 4 = 13
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Aha! I did not use Inspiring boost on K'ssatak in the last fight!
Inspiring Boost. Standard action to give friendly recently damaged 10 SP. ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris sets his oratory skills on terrify, or attempts to, and yells at the captain.
intimidate: 1d20 + 11 ⇒ (16) + 11 = 27
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris tries hard to refrain but with all the puns flying around his usual calm and measured demeanor visibly cracks. He looks straight at Celly and says, "That's what She said!" He then regains his composure, "Perhaps there is something in our air supply.." Now it's hitting me. Let's see if any of you get this, based on the last two words above:
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Oh, the puns..." And then louder, "Hey, whoever is behind that door, we are a rescue party! Your friend attacked us but we truly mean you no harm!" ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Well, we tried.."
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Ah, consumed by rage. Makes it easier for this trained group to knock your large butt to the floor!" Dispiriting Taunt: Standard action, 60' Demoralize roll (intimidate) if fail, enemy off target (-2 attack rolls), if succeed enemy shaken (-2 attack, skill, ability checks) until end of my nest turn. intimidate: 1d20 + 11 ⇒ (1) + 11 = 12
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() While Celly is doing a marvelous job by herself Boris, who in no way can fit in the darn room, adds to her infallible logic.
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris grins. "Ha! I didn't take you as the Punny one! Now...where to next?" He eyes the broken door, estimates it's clearance and looks down at his large body... ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Well, While I normally like what the humans call 'Calamari', I doubt those would be very palatable. Glad no one was seriously injured!" After making his ponderous way to the ship and carefully squeezing in without tearing his suit on any sharp objects...
engi assist: 1d20 + 6 ⇒ (20) + 6 = 26
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris mutters, "Damn, too far away..."
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Realizing his usual language dependent tactics are not going to work here, Boris holds off and watches... Delay ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() perception: 1d20 + 4 ⇒ (1) + 4 = 5
Boris is too busy desperately trying to not fly off into deep space to notice anything nearby. ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris watches his team mate soar a good ways over mostly open space.
And this time.. he's SO close to nailing it. He stops with a little 'oof' and scrambles to get a good hold... ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris looks around the house.
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() While scrabbling desperately to hold onto whatever object he mostly stopped on, Boris suddenly gets a full senses image of freshly baked and frosted cupcakes in his mind... ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris shrugs, with his mass, that involves a lot of movement.
OK, seriously Dicebot. Checking in on games this AM and my last 4 rolls were 2, 1, 1, 2. :) ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris points at the chunks pouring out energy. "How about we try to avoid those." He also makes sure everything is sealed and all appropriate safety measures are complete before heading out.
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() As Rattus expertly pilots around the obstacle and the G-forces pushes him into the chair, "Oof. I'm so happy the society installs a good captain's chair here.." ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Deft piloting there! Rattus has this, engineer, please give him a little more speed!"
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris follows everyone in and once settled, he grabs the captain's seat. Everyone notices he slightly changes the angle on his jaunty hat when doing so.
As they come into the dangerous piece of space Boris calmly encourages the gunner. Liftt I assume? "You got this. Center mass and we should be through!"
Success, a +2 aid to your shot. ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "I'm no mystic type of my race but I do have some engineering knowledge.."
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris looks at the venture captain and raises one eyebrow.. then looks to the group.
He's obviously just fishing here for a possible bluff in the near future ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris waddles quickly behind the group, nods to the venture captain and follows into the room.
And yes, butter up on full blast.
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() K'ssatak-Sul wrote:
Boris nods, "Ah. I will see if there is one around.." He rummages through the pantry, finds one and fills it up. "Here you go. I hope it is palatable for you!"After MP-8 finishes, "Honored to meet you. We shall do our best to help. And yes, Celly has the correct idea. Where might we find those codes?" ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Fun group so far! :) Putting in the info for the RPG Chronicles.. Boris is actually level 4. I need to update him here and will do that hopefully some time this weekend... ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris looks the Embri up and down.
Suddenly the room is a mix of dark and dreary and sunshine and joy... :) ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Ah! There we go! More new friends! Tea is on. Who would like a cup?"
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris turns to the newcomer. "Ah! Welcome Very nice to meet you and..." Seeing where she is looking... "Ah yes, some tea would be nice! I shall put the kettle on!" He waddles over to the set and begins preparing some tea.
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() In the room is a very large and very well dressed Morlemaw. He wears light armor but somehow makes it look fashionable. A jaunty captain's style hat is on his head and his imposing foot plus long tusks are well polished.
![]()
![]() DM Kludde wrote:
Another GM Kludde game? I'm in! Also, I didn't save the link to the Outpost VI page and now can't find the sign up sheet. :) Filling in your list now... ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris quite enjoys his time with the family and is visibly excited as soon as the food hits the table.
He then sets his flower along side his jaunty hat and happy whistles while he sets off to wait for the next call... ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() athletics: 1d20 + 4 ⇒ (7) + 4 = 11
Seeing Faria doing well with the young ones, Boris mixes with the adults.
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris starts to head towards Faria to give a few helpful words but.. the beasts both fall and they seem to have plenty of time to recuperate.
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() Boris moves a little so he can take a shot at Red.. plasma claw: 1d20 + 5 ⇒ (12) + 5 = 17
![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() On the walk there, "So, can anyone use this large rifle? It looks intimately suitable for what we are doing. I have no real skill in this class of weapon. At all." ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() "Oh, very nice armor and rifle. Perhaps my compatriots could better use them." He then tries to figure out where the Arabuk might roam..
his brain tells him 'over yonder' but he can't even convince himself he's close... ![]()
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.
![]() On the shuttle ride over Boris looks to the group, "So... can anyone cook?" Walking into the chaos Boris thinks "Ah, I see the problem." After counting children he wonders if said problem is insurmountable... "Oh, do not worry Alora. This fine group will help corral the children and adults, get things organized and help with the cooking and prep. We're professionals!"
Search Posts
![]()
Hello everyone. One of my player want to make an alchemist and asked me this : Could he use his Familiar to transport (and drop) bombs ? Looking at the rules : - The errata allow Familiar to use 2 limb as it were hands (I guess one medium hand) so it can definitely grab the bomb. - For Tiny creatures 1 Light Bulk object is considered 1 Bulk (so the bomb is 1 Bulk for our bird). - Tiny creatures have 1/2 the standard Bulk limitation. But since Familiar doesn't have Strengh score I can't calculate it. In the bestiary the viper has a Strengh of -3 so I used that for my assumption. That means the Familiar would be Encumbered at (5-3)/2 = 1 Bulk. So with only the bomb he is not encumbered but just barely. Can he fly ?
![]()
Hello everyone, As the title says, I will rune Pale Mountain soon and there are some things that I don't understand well : Gnoll camp The text said that on the gnoll side of the river the ground is not flat. But it doesn't say what that implies.
I would go with both (to actually use the Gnoll "bonus" against difficult terrain. Which would be useless otherwise because everytime there are gnolls, no difficult terrain is indicated). What do you think ? What DC would you use ? Also there is no indications about how many squares are concerned. Is it just the first square along side the river ? More ? Water/Earth Elemental They are said to attack as soon as the PCs are in 1 movement range.
So, if the Water attack, does the Earth also attack or does it also wait for the PCs to come to his side ? Speaking about the Earth Elemental. How is he supposed to fight ? I get that the intent is to make the players climb on the rock to avoid the water one, and then the Earth would burrow, travel to the rock where the PCs are and attack. Giving his speed that would take one round, maybe two. But as it is written, if the PCs are in the water, he is supposed to somehow ... swim ? An Earth Elemental ? Sure, that would be hilarous but ... Fire / Air I don't understand the room. The ground below the balcony is also a dome ?
Is it uneven ? I guess it is, but there is nothing written. What DC would you use ?
Or would you make the ground flat and only the wall shaped like a dome ? Thanks in advance for the people that would take the time to help me get a bit less confused Usually I would just improvise, changing the situation to suit my taste, but since it's a Playtest I want to do it "by the book". And I don't understand the book on these points. ![]()
Just why ? We are talking about THE fantasy class for martial art character that rely on unarmed attack (and some weapon if the feat is taken) but somehow they never get better than master while the figurer (who probably used a manufactured weapon 98% of the time) somehow become Legendary in unarmed weapon. On another topic I found the Monks felt underwhelming because they have no reaction until High level. Maybe we could add some reaction (general or locked in stances ?). Here are some options : - Trip/push opponent that use actions with the "move" or "concentrate" trait.
Just random ideas. Would need more research to make it balanced. I also that as a whole every classes would Feel better with more reactions. ![]()
Hello everyone, I'm not a native english speaker so excuse my errors in the following text please. I ran "The Lost Star" as a GM last week. It took us 2 sessions around 3 hours each.
There are still some points that seems odd to run though. In the first part I will summarize how the Chapter was run, and in a second part I will explain the point that needs explaination for me, or adjustment. Part I : The Lost Star Explaining the new rules
Character creation
Preparing the game
Overall I think I needed around 4 hours. The actual party
The start
She quickly explained what happened, then leads them to the vault where Talga was waiting, still chocked and the mind clouded by the mushroom effect. The druit took some time to make her feel better by being reassuring. They didn't ask a lot of questions apart from "how many goblins are there ?" and Talga told them around 10.
Then Talga lead them to the Ashen Ossuary. At this point nobody add light so the druid casted Light on his scimitar. A1 : The Ooze, a punching-ball story I didn't know how the Sneaking rules would work since it can works outside the fight and then for the initiative. For the entire playthrough I ruled it like that :
But it could lead to strange situations where the ambusher act last. The fight itself was ... boring. The Ooze manage to hit someone, then everyone hit him. He barely survived, didn't manage to retaliate, and got killed the next round by the Barbarian. The players understood that this fight was like a tutorial so they didn't care that it was not exciting. A2 : The Goblins, or how to paint the soil red The PC where not sneaking at all and had ligh source so the goblins spotted them as soon as they entered the room.
The 2 last goblins tried to flank him but that wasn't enough to take him down.
Overall it was easy because :
The group wanted to continue so I remembered them that the game is not only about fight, since they didn't even tried to search the room (they didn't either in A1 but there was nothing anyway). Only one tried to search the room. He succed but not critically so he didn't found the last item. Since they didn't know what was the potion the Sorcerer decided to take one hour to study it with arcana. In retrospection I shouldn't have autorized that since potion are not magic and he would need alchemical tools to run test, and nobody had one. While he was taking that hour of study the group decided to split. The druid goes to A6 but didn't actually entered the room.
I will talk about A3 last because it was when s++% happened. A5 : Mushroom of wasted time The Barbarian entered the room, triggered the effect, succeed on his save, walked away saying this wasn't his business.
A4 : Not Doctor House
A3 : First one to bit the dust The Ranger goes in, failed his Perception check. Then the monsters showed up, everyone rolled initiative. I also made the PC not in the room rolled since they will rush to help.
At this point I was pretty confused about how poison would impact the saving throw for recover. I ruled that since the poison deal dammage, his dying condition would increase and he would have no save to recover until the poison is cleared. But I rulled poorly and sometimes made him roll twice because I was still a bit confused. Since the dying rules will change I didn't care much though about searching for the "righ rule". The other rushed to help him but it took them one round to be there.
But since the game just started I didn't wanted the player to be out so easily (and early) so I didn't make the monsters attack him. The Barbarian tooks a bit of damage from the one that was next to him. The round after the Barbarian killed the only monster that was blocking the group from rescuying the Ranger. The druid goes in, picked him up, and then leave. I didn't know how dragging should works so I just made the druid goes half speed. After that they managed to save the Ranger (I had to make him spent a Hero point. I dislike this a lot but that was the only "legit" way to save him because he would have died on his turn and was next in initiative). Since they were hurt a lot they decided to quit the Ossuary and took 1 day to recover. Then, when they came back, the druid wanted a rematch against the insects. A3 : The rematch The druid and the Barbarian rushed in first, followed by the sorcerer, and the Ranger in the rear back.
The ennemy didn't had a secound round if I recall well. A6 They spotted easily the idol and the druid took it with his hand, which release the Quasits.
Then it took a lot of rounds for the PC to actually sense the Quasit. But even so, since telling other the actual position was an action, sometimes the PC could do it and the Quasit just moved elsewhere.
The last Quasit killed, only the druid had taken damage (but a lot). In retrospective I could have done the fight way more hard by having the Quasit flying to the roof. One action to move, one to attack, one to move back to safety. Only the Ranger and the sorcerer would have been able to hit.
I think the Quasit where really cool to play as a GM and really felt different from the other NPC. I really like how the bestiary make each monster feels unique. The PCs didn't even tried the south door and managed to managed to spot the alarm on the other one so they proceed. A7 : Game of Throne Since they didn't trigger the alarm but weren't trying to sneak the Goblins were not surprised as they heard them a bit before they enter the room, but didn't had time either to prepare an ambush. The fight was really long so I won't go in details.
The PC Sorcerer manage to blind and daze some goblins, and I think that is the only reason the PCs won in the end. During the battle, two PC were on the floor dying : the Barbarian and the druid.
At this point I remembered them that using a potion cost Resonance, and the dwarf Barbarian had 0 Resonance. Everyone was really tense when he rolled the flat 10 DC to see if the potion was wasted or not. Fortunately it was not. I am still conflicted by the fact that consommable take Resonance. If he had die on that It would have been really ... not fun. Since they took a lot of damage they again decided to return in town and took 2 days to recover. When they came back the Day n°5 they noticed that the water in A6 was clear but didn't tried to drink it. A8 This fight was also long.
The Sorcerer was took down quickly since he was unfortunately at a bad spot when the Skeletons rised. He managed to regain conscious during the fight but his spell did 0 damage against the resistance of the undead. Their DR made the fight a bit longer that it could have been. At some point the druid remembered that with 3 actions he can canalize his heal spell to heal allies and hurt the undead, which helped. In the end the PCs were victorious, got healed a bit, searched the room and find the loot. Since the Sorcerer was always casting "detect magic" I told him I forgot to tell him that he sensed a magic aura from the water in A6. So before A9 they goes there, and after using "Read Aura" to determine that it is Necromancy, he drink some water to recover. Everyone except the Ranger (who was not hurt because he fire arrows from outside the room earlier) drank. Then they went to A9. A9 : Indiana Jones The Ranger spotted the trap and managed to deactivate it so everyone could pass with no risk. Then the Barbarian smashed the door to A10 on his first try. A10 : Boss Battle Drakus went third, so the barbarian and the druid could position themselve in the room. Drakus reverted and went to the barbarian. I allowed the "Mind Quake Survivor" a special check with their Dominion Lore to recognize the Faceless but they failed. Drakus hit the Barbarian with his last action and really hurted him. The Sorcerer entered the room and trying to goes around Drakus, thinking there is not attack opportunity. Bad mistake. He took a critical (I think) hit and goes down. The rest of the fight was just the PCs attacking Drakus and Drakus attacking the PCs. They killed him without anyone else being inconscious but he really was scary. I had really bad rolls with Drakus overall. If I had been just a bit more lucky I could have make the Barbarian unconscious early, which would have prevent him to crit Drakus. And then I think Drakus would have an easy time huntdown the remaining. At this point I didn't even bothered about the dying rules anymore. They were annoying and I knew that Paizo already decided to change them so there was not point in "testing" it. After the fight, they split.
In A10 himself, I heavily insisted on the trash that were put on Pharasma Symbols but no one tried to clean the place.
A11 The Barbarian founds the item, doesn't care about the dagger, didn't really react at the vision in the bowls, ignored the book and then asked the sorcerer to look at these things. The sorcerer took everything and decided to study the dagger for 1 hour after which he knew what it was. A12 The druid and the Ranger opened the chests. Since they had Drakus key the trap didn't triggered. They found the loot, the Desna Star and the "notes on the last theorem" but couldn't read it. They came back, looked in the bowl. The druid was the most concerned by the vision, and I think the Ranger didn't try to look. They did nothing with the prayer book. Epilogue They came back at Keleri, give her all the loots so that she could give them back to their owners. They told them about the vision of the bowl which made her interrested, and worried.
It ended there. Par II : My opinions Was it fun ? Yes, it was fun. But the fact that the PCs should retreat every 2 fights feels really not fun.
The build seems to have nearly no weight. Why bother preparing for a fight if you always have 50% chance to hit and 50% chance to be hit anyway ? I feel like anyone will end up rushing in because that doesn't matter. The Knowledge are really strange What is the point of being trained / expert in Lore ? Apart from some feats that are not really exciting ?
I think it would be better to have a solid system like this : Religion Lore : Untrained (knows only what they heard in the stree) : Recognize symbols of major deities. Knowing their eddicts basically. Trained (actually read several books or had a teaching) : Knowing the eddicts well. Being able to recognize not only symbols but also religious verse or prayer and link them to the deity. Expert (past several time to study the subject, not only remembering it but understand the real meaning behind the words) : Being able to determine if a religious text has been altered to change the meaning. Knowledge same as "untrained" about minor deities, ancient ones or Deities that are not commonly known. Master : Knowledge same as "Trained" about minor deities, ancient ones or Deities that are not commonly known. Knows the history of the main cult really well, and can remember legends of really ancient time (like a forgotten hero of Sarenrae and his legendary sword buried in some place, or the story of how a pecular demon was killed) Legendary : You are google and may remember everything religion related. The Familiar is ... useless ? Remember the Druid ? I said he was from the Leaf Order, which gave him a familiar.
I means. The druid used the "power" to build itself, and apart from that it was like the familiar didn't even existed. At one point we though about make it scout but ... well, it was just most efficient to let a PC does that. His sneaking is not great, he doesn't move faster than most PC, and his HP and CA are garbage. It was more usefull to only took the "master options" each day. One question from a player druid wrote:
I don't think it stacks but since there is no clear rulling that I could find... Light rules ? So, in the rules, you are in clear light in the range of the Ligh spell, and then directly in total darkness ?
Perception rules for trap ? What is the range to spot a trap ?
I found it weird.
Poison ? If a monster poison you, you take the Stage 1 effect on his turn ?
If that work like that, this means you take twice the damage in one round, which I found weird. Intiative As said in Part I, the rules are strange because it could lead to the ambusher acting last if he roll poorly and the PC roll good. I would maybe have rule like this :
But such a change could be really deadly so I am not sure it would be fine too and would probably need to change a lot of other thing to balance. Skill level difficulties : My [u]Major issue[/u] I have a hard time understanding how the level works.
According to the Rulebook, balancing on a tigh rope in a strong breeze would be something like "Level 3 Severe DC". Yeah. Ok. Fine. That seems like a really difficult one for me, and it is just level 3, trivial when PC are level 9. So what exactly am I supposed to put in the game to keep it challenging at higher level ? Should I make them jump from asteroïd to asteroïd, while in a tornado, to actually present a "level 10 difficulty" in acrobatics ? We need a lot more of numerical indications and example.
There is no example above level 5 of difficulty.
I just don't understand how I am supposed to actually put an arbitrary "level" on each task.
But there are rules. I just don't understand them at all.
If I told you "I want to jump on this giant turtle that is swimming", some people would say "level 2", other would say "level 4", and nobody would be wrong because the rules says nothing about how you chose the level. PF1 was simple : flat DC, then modifiers that could stack. But here the modifiers are the "gravity" (severe, extreme, ect...) so what do you use for the levels ? It is really the only rule that I can't understand. I may be just plain dumb, I don't know, but it make absolutely 0 sense the way it is written for me. Sorry for the long post anyone. Here are the survey resultats : GM : How long did it take to play Part I ?
How long did it take to prepare it ?
How many session did it take ?
How many hero point did you give
How many times was a player reduced to 0 ?
How many was killed ?
Players Answers :
How many time did you character reach 0 resonance ?
Note : There was only 1 item that cost resonance, it was the healing pot, and it was used by the Barbarian which was already at 0 resonance. How many time did he crit fail the check while overspending resonance ?
How many time did your character run out of spell slots ?
How many time did your character run out of spell point ?
How many hero point did you use ?
Sorry if my feedback is a total mess. Have a good day. ![]()
Hello everyone, I have some concern about the map of the first chapter.
Look at the passage between A9 and A7. Where are the characters supposed to stand ? I can work out a solution there, I am just saying that in case that may be a point the dev wants to improve. Also, how do you manage the A7 encounter ?
Did you let everyone goes in (pretending the character enter simultaneously) and THEN rolls initative and reveals the Goblins ? I feel like in the first case the fight will be like people surronding the character that is in, and the other locked behind without place to enter. Or the reverse if the characters retreat in A9 and slay the Goblins one by one as they emerge from the passage. In the second case, it may doesn't make sense that people didn't see the opponent right besides them (if we suppose they may see in darkness or have light) until everyone is in. So, how do you manage this part and how did the fight worked out ? ![]()
Hello everyone, I'm confused about how Retributive Strike trigger. The action itself says :
rulebook wrote: "Trigger : A creature within your reach hits an ally or friendly creature" But there is this feat that says : LOYAL WARHORSE
rulebook wrote: "[...] Finally, you can make a Retributive Strike against anyone who hits your mount with a Strike, even if the attack was not a critical hit" So, does it trigger on every hit or only on critical hit ? And what is the point of this last sentence of the feat anyways ? Since the Retributive Strike already works for "friendly creature" and your horse sure count as that.![]()
Hello there, I am trying to build an Evil PC, probably chaotic, that would slowly try to drive good PC to madness or sefl-destruction.
I think it would be an interresting idea to discuss about how each of us would try to build someone like that. Here is the starting idea I have for myself: Kitsune, Vigilante 1 / Mesmerist X The Vigilante dip is mainly for Dual Identity. The idea is to take the Vigilante talent "Seemless Shapechanger" and the Kitsune feat to be able to transform into anyone in order to manipulate people around him, and use his psychic spells to compel people to do things against their will, and spread chaos while remaining unoticed and innocent looking. For exemple, while trying to negociate, he would force one people to attack another and ruins everything.
Here are my concerns : - I am not sure if I read correctly "Seemless Shapechanger". It says "The vigilante seamlessly adopts any persona he assumes with magic. The vigilante adds his seamless guise bonus to the bonus on Disguise checks that he gains to assume the shape of another creature with a polymorph spell or effect."
- Can you cast Psychic spells without anyone noticing it since there is no composant ? Does the victim knows that she was under a spell ? Does she knows who or where the caster is while being targeted ? - At some point "True Seeing" will totaly waste the polymorphic disguise and the overall concept is doomed. Any idea to counter that and let the PC play after low levels ? - I just have a global concept, how would you build it ? Since it will travel with the PC it still needs to be somewhat usefull in fight to not die miserably. I assume he would need to hide his psychic habilities from them and just pass for an under-average martial ? - Would you dip more into Vigilante ? How so ? ![]()
Hello there, I'm a bit confused by the Deliquescent Gloves and how it works with the Flying Kick Style of the Unchained Monk. The item description says that the corrosive property is added to the weapon held by the gloved hand or natural attack made with the gloved hand. But for the monk I was always assuming that we just consider all of his attack "unarmed" and don't bother to actually separate each limb. For example the feat weapon proficiency doesn't requir to pick either "fist", "kick", "headbutt" and so on.
So, since :
Does the kick has the corrosive property ? Well, I guess you could bypass that by saying "I touch my leg with my hand while kicking" but I am curious about the proper rule. PS : English is not my main langage, I apologize if I'm a bit hard to understand. |