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471 posts (13,275 including aliases). No reviews. No lists. No wishlists. 21 aliases.


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Not leaning elf but what are the bonuses/penalties? Are these in addition to standard elf racials?

5 hours of chemo yesterday afternoon/evening, my body doesn’t want to sleep right now


Got it, now to think of a character


Trolls get perception each round


Giant GM,
Did we level up at the end of our live session? I don't think we did but just want to be sure I didn't miss something.


HoneyBadger92 wrote:

To the large people who say to leave, no i am not leaving since these are the only pathfinder friends i got but anyways i would like as a follow up question

I thought about the potion idea and actually need to change the lable to something else. (yes the gm will allow this idea)

after looking at the potions i couldn't find a single one that a rogue with steal, let alone drink. The reason being he still has only stolen items that are either worth something (upwards of a 1000g) so i need it to be something he would drink rather than sell for flat money.

As a subquestion, what is a potion that a brawler would carry, and rogues would drink for the benefit?

how about a potion of cat's grace?


News update: remainder of World Cup cancelled, USA declared victors.


http://www.d20pfsrd.com/skills/linguistics

Look at this page it describes Necril as the undead language

...and as one of the dead, I should know


Yes, I think you are interpreting the skills correctly, as a wizard you can put a rank in perception and get +1, but you do not get +3 bonus.

I would recommend putting ranks in knowledge categories when you have the chance because you can only use knowledge when trained. I think the ones I have seen used the least are probably engineering and nobility, so maybe take those last. And by putting one rank in them you gain the +3 bonus, +4 Int bonus, so a 1 point expenditure kind of gets you a +8.

so sayeth the ghost of Daedeloth


Max starting gold for class?


lets see some rolls Clint!


What are rules on traits? 2 traits? 3 traits with drawback?

I am thinking about starting out with Trapper variant of Ranger for 2-3 levels. Then some sort of rogue.

Trying to figure out race now.


I am thinking about a rogue or possibly rogue/cleric into gray warden prestige class. I will be doing some homework tonight.


Any more info on characters and campaign? Are we 1st level? Are we starting in same town?


Str:12
Dex:16
Con:14
Wis:17
Int:14
Cha:11


That kind of means you need to figure what type of character you want to be prior to rolling. Hmmm. What to do? Screw it, I roll!

str: 4d6 ⇒ (6, 2, 4, 1) = 13
dex: 6d6 ⇒ (5, 1, 5, 6, 2, 4) = 23
con: 5d6 ⇒ (1, 2, 4, 5, 5) = 17
wis: 5d6 ⇒ (4, 1, 6, 5, 6) = 22
int: 5d6 ⇒ (5, 1, 5, 1, 4) = 16
cha: 5d6 ⇒ (1, 3, 4, 2, 4) = 14


Boo!


Rolls = 18, 10, 12, 15, 16, 17, 14. (Dump the 10)
Pretty sweet!


Reroll 1's

attack: 2d6 ⇒ (5, 5) = 10


Reroll 1's
attack: 3d6 ⇒ (5, 1, 1) = 7


attack: 4d6 ⇒ (6, 6, 6, 5) = 23
attack: 4d6 ⇒ (2, 6, 2, 2) = 12
attack: 4d6 ⇒ (3, 2, 5, 4) = 14
attack: 4d6 ⇒ (2, 1, 6, 4) = 13
attack: 4d6 ⇒ (6, 4, 6, 2) = 18
attack: 4d6 ⇒ (6, 2, 6, 1) = 15
attack: 4d6 ⇒ (2, 3, 6, 1) = 12

New character rolls!


Rolling new characters is my favorite pastime!


If he took that healing infusion he mentioned a few rounds back for +6 HP, I've got Azz still up with 3 HP. If he didn't take it, he should be down too.


I'm down.


attack: 1d20 + 3 ⇒ (17) + 3 = 20

damage: 1d8 + 2 ⇒ (3) + 2 = 5

If this thing doesn't go down soon it might be a TPK!


DM: bite=2 gnawing=7 burn=5 total=14, however beast strike misses
so unless you tell me otherwise, I am assuming I only took the burn damage = 5


attack: 1d20 + 3 ⇒ (15) + 3 = 18

dam: 1d8 + 2 ⇒ (5) + 2 = 7


save: 1d20 + 2 ⇒ (10) + 2 = 12


init: 1d20 + 2 ⇒ (8) + 2 = 10

attack: 1d20 + 3 ⇒ (4) + 3 = 7

damage: 1d8 + 2 ⇒ (5) + 2 = 7


No flailing around with a flail?


attack: 1d20 + 3 ⇒ (8) + 3 = 11

I rush in wildly swinging my morningstar.


To Var and Jal: "Azz is just ahead battling an evil beast."
I move forward to assist Azz.


Nice Hogan's Heroes reference.

Silently to Desna: "Help me find my friend Azz."

Cast 'guidance' and then look and listen for any signs of Azz again.

perception: 1d20 + 14 ⇒ (16) + 14 = 30


perception: 1d20 + 13 ⇒ (10) + 13 = 23

Can I tell what is going on? Maybe hear sounds of combat and a direction?


Daedeloth silently prays: Crazy bastard, Desna watch over him.


Unless you have a limitless supply you might want to save the bomb until we locate whatever is out there.


perception: 1d20 + 13 ⇒ (10) + 13 = 23


Well at least we should have concealment too. Lead on Jal.


Let's head to the chain demon room.


Looking back through the posts. Kimi was with the Halfling. We have Savram, from the skeletal monk room, right?

There are still three children unaccounted for: Mikra, Jurin, and Hollin. We know from the halfling that Mikra and Jurin made it to this level but Hollin was felled by the kobold's paralytic poison and is most likely still held captive on the second level. The Halfling said Jurin was with the chain wielding monstrosity.


Does changing the alignment of the Paladin to something other than lawful good make it overpowered? If the answer is "no", then different alignments should be an option, but if the answer is "yes", then maybe the lawful good restriction should stand.

Why does the game have alignment restrictions at all, for any class? I would imagine it might have to do with maintaining balance.

I would love to play a paladin/barbarian. Raging smite evil would rock.


Good job Azz. I agree though that we need to watch our backs.


"what's going on Azz?"


Come on Azz, save the day! Open the door, make some diplomacy rolls, tell our buddy Kerr how we are going to help him out.


Go for it!


"Maybe we can ally with Kerr, we can help him overthrow Merl in exchange for him giving us the children. Since you can talk with them, you will have to do the negotiating Azz."

If we decide to do this:

I will cast Guidance on Azz so he gets a +1 on diplomacy roll with the kobolds.

And I will also use my domain power to "bestow luck" on Azz, that way he can reroll all d20 rolls in a round and take the better result. That way he can roll diplomacy twice and take better result.


"Let's check the doors to the South first. Jal do you want to lead."


Any other exits to this room besides the door we came in and the chain?


Back to the game: Look down the chain, how far down does it go? What is below? Any other exits to this room? Any treasure on the dead kobolds? Detect magic.


Ok, Gabe has proclaimed Aug 9th the next D&D, so mark your calendars, no excuses!


Ok, I will be in town Aug 8-17. So we can game Aug 9 or 16.

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