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Landsknetch Doppel's page

142 posts. Alias of Johnnycat93.


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I'm not going to darg out an argument. Suffice to say that this game is drifting into territories that I am not interested in. Best of luck to the remaining participants.


The attitude of other participants indicates that there is more focus on optimization than creating an enjoyable experience.


I'm pulling my submission out of this. I don't think I'm looking for the same things out of this game as everyone else.


Fury of the Tempest wrote:
Landsknetch Doppel wrote:
The Construct Armor and Construct Limb modifications.

Hmmmm, that requires Craft Magic Weapon and Armour, which I don't actually have... the Craft Construct is coming from the Alchemist Discovery... which is a shame, as Construct Armour looks like it could be a fun way to add a lot of resilience to a character... can an Alchemist even take Craft Magic Weapons and Armour? If so, might drop Extra Features for it. Getting an extra natural attack is good and all, but I think the Construct Armour would be much, much better.

Hey DM. Is there a time limit with the crafting? Or just the gold limit?

I think if you build a crafting buddy you can use him to fulfill the feat r1equirement


Fury of the Tempest wrote:
Landsknetch Doppel wrote:
You can craft sweet robot armor
Would you care to elaborate?

The Construct Armor and Construct Limb modifications.


You can craft sweet robot armor


So I take it this is Eglian we are fighting?


Here is my submission. Everything should be in order and I have provided a generic backstory as well. Feedback/comments is welcome


Doppel lumbers into the hole as well under the power of his own flight spell


Reflex: 1d20 + 21 ⇒ (5) + 21 = 26
Auspicious Mark: 1d6 + 5 ⇒ (4) + 5 = 9

No damage thanks to Ring of Evasion

Doppel stands hulking in the wake of the explosion, notably unscathed. After a while he speaks:

"Remind me, what was it we were to be doing now that the lich is dead?"


Fortitude: 1d20 + 30 ⇒ (12) + 30 = 42

Doppel laughs as the negative energy does little to halt his onslaught. He drives his sword twice more into the Balor before turning on the lich.

Swift action to activate Raging Brutality. Full-attack action, my first two attacks against the Balor and the last three against the lich. These are all touch attacks. The last three attacks versus the lich do not benefit from heartseeking.

Greatsword v Balor: 1d20 + 38 ⇒ (4) + 38 = 42
Damage: 3d6 + 2d6 + 72 ⇒ (6, 1, 4) + (3, 4) + 72 = 90

Greatsword v Balor: 1d20 + 38 ⇒ (6) + 38 = 44
Damage: 3d6 + 2d6 + 72 ⇒ (5, 2, 5) + (6, 2) + 72 = 92

Greatsword v Lich-King: 1d20 + 31 ⇒ (10) + 31 = 41
Miss Chance: 1d100 ⇒ 76
Damage: 3d6 + 70 ⇒ (5, 6, 4) + 70 = 85

Greatsword v Lich-King: 1d20 + 26 ⇒ (10) + 26 = 36
Miss Chance: 1d100 ⇒ 10
Damage: 3d6 + 70 ⇒ (3, 1, 6) + 70 = 80

Greatsword v Lich-King: 1d20 + 21 ⇒ (11) + 21 = 32
Miss Chance: 1d100 ⇒ 16
Damage: 3d6 + 70 ⇒ (2, 1, 1) + 70 = 74

Status:

Raging
HP 369/405
AC 36
Buffs dimensional blade, haste, blur


Sorry, why did the Balor get an AoO against me? My movement doesn't provoke thanks to Burst of Speed.


It looks live everyone posted for round 1


Doppel swings his sword around and points it at the creature with the sword and whip. "I'll take your head as a trophy!" he shouts defiantly.

Entering a Bloodrage, applying Burst of Speed to myself using Mighty Bloodrage. Swift action to activate my Quick Runner's Shirt to move (doesn't provoke AoO).

Reflex: 1d20 + 17 ⇒ (16) + 17 = 33

Doppel powers through the whirling wall of blades, letting them score across his flesh with little concern. His blurred form quickly weaves around the snake woman and he places himself between the demon and the witch-king. A second surge of arcane energy crackles in the air around him.

Free action to end Bloodrage. Free action to begin second Bloodrage, applying Dimensional Blade to myself using Mighty Bloodrage. Designating blur and haste on myself as my bloodline effects. Full-Attack Action vs Balor (these are all Touch Attacks). The Heartseeker enchantment on my greatsword should ignore the miss chance from Darkness against the Balor.

Greatsword: 1d20 + 38 ⇒ (9) + 38 = 47
Damage: 3d6 + 2d6 + 53 ⇒ (2, 3, 2) + (4, 5) + 53 = 69

Haste Attack: 1d20 + 38 ⇒ (13) + 38 = 51
Damage: 3d6 + 2d6 + 53 ⇒ (4, 6, 5) + (6, 2) + 53 = 76

Itterative Attack: 1d20 + 33 ⇒ (13) + 33 = 46
Damage: 3d6 + 2d6 + 53 ⇒ (5, 2, 5) + (2, 2) + 53 = 69

Itterative Attack: 1d20 + 28 ⇒ (13) + 28 = 41
Damage: 3d6 + 2d6 + 53 ⇒ (1, 1, 4) + (2, 6) + 53 = 67

Itterative Attack: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 3d6 + 2d6 + 53 ⇒ (5, 5, 5) + (5, 4) + 53 = 77

Doppel lands a withering hail of blows on the demon, hacking off chunks of flesh with each strike while his greatsword jumps in his hand as it hungrily tears away at its favored victim. Further blasts of arcane energy erupt, buffeting the snake woman in their wake.

Each hit that lands against the Balor gives it a -2 save again spells and SLAs for 1 round thanks to Riving Strike. The snake-like woman takes 25 points of slashing damage due to my Gloves of Arcane Striking.

As his final strike lands Doppel throws his arms wide, inviting retaliation. "Show me what passes for fury among your misbegotten kind!" he shouts in his deep, monotone voice.

Activating Come and Get Me, enemies receive a +4 to attack and damage rolls against me. If they attack me using that bonus I receive an AoO against them.


"I do have a gate scroll."


Doppel checks for anything worth taking as trophy from the body.


Reflex: 1d20 + 17 ⇒ (14) + 17 = 31

First Attack: 1d20 + 34 ⇒ (7) + 34 = 41
Damage: 3d6 + 45 ⇒ (6, 5, 2) + 45 = 58

Second Attack: 1d20 + 34 ⇒ (6) + 34 = 40
Damage: 3d6 + 45 ⇒ (5, 6, 6) + 45 = 62

Third Attack: 1d20 + 29 ⇒ (14) + 29 = 43
Damage: 3d6 + 45 ⇒ (1, 1, 5) + 45 = 52

Fourth Attack: 1d20 + 24 ⇒ (2) + 24 = 26
Damage: 3d6 + 45 ⇒ (5, 2, 2) + 45 = 54

Fifth Attack: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 3d6 + 45 ⇒ (3, 3, 5) + 45 = 56


Recognizing an opponent similar to himself, Doppel quickly rushes forward with a bellowed challenge.

Will: 1d20 + 11 ⇒ (9) + 11 = 20

Entering Bloodrage. Designating blur, shield, and haste as my bloodrage spells. STR jumps to 38, CON 36, AC 41. Swift to close the distance and then a full-attack

First Attack: 1d20 + 34 ⇒ (15) + 34 = 49
Damage: 3d6 + 45 ⇒ (6, 4, 4) + 45 = 59

Second Attack: 1d20 + 34 ⇒ (12) + 34 = 46
Damage: 3d6 + 45 ⇒ (3, 4, 1) + 45 = 53

Third Attack: 1d20 + 29 ⇒ (16) + 29 = 45
Damage: 3d6 + 45 ⇒ (5, 3, 6) + 45 = 59

Fourth Attack: 1d20 + 24 ⇒ (7) + 24 = 31
Damage: 3d6 + 45 ⇒ (2, 2, 5) + 45 = 54

Fifth Attack: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 3d6 + 45 ⇒ (3, 3, 2) + 45 = 53

For every attack that lands he takes a -2 on saving throws against spells and SLAs for 1 round


Hey sorry guys. This game wasn't updating in my campaigns tab for some reason. I'm catching up right now.


Doppel chuckles deeply from within his armor and draws his sword.


"What can I sat? I'm a sentimentalist."


Doppel moves to the coffin and checks the contents before attempting to set it alight with his campfire bead.


Doppel eventually shrugs off the banshees wail after her abrupt silence. "Tell me, Tima" he says eventually "What would you call this situation we have just been in? The term escapes me."


I'll wait for the resolution of tima's and the banshees turn before acting.


Doppel waits by the door with his arms crossed.

"Still looks like a trap"


"Looks trapped"


Bump?


"You're overthinking things."


"Let us travel upwards. Cowards have a tendency to flee to their highest towers."


"...I was loosening the wall. The stone here is well-masoned."


"Yes as Doppel hefts his sword.

Sunder: 1d20 + 35 ⇒ (1) + 35 = 36
Damage: 3d6 + 20 ⇒ (1, 6, 1) + 20 = 28

For the love...

Sunder: 1d20 + 35 ⇒ (15) + 35 = 50
Damage: 3d6 + 20 ⇒ (6, 1, 2) + 20 = 29


Doppel grunts and affirmative as his companions go back in forth.


"His cowardice has taken him somewhere far from here. A shame I could not wound him, it would make tracking a simple affair."


Doppel returns to the group no worse for wear.


I'll attack the other guardian then.

First Attack: 1d20 + 38 ⇒ (13) + 38 = 51
Damage: 4d6 + 43 ⇒ (1, 1, 5, 5) + 43 = 55
Second Attack: 1d20 + 33 ⇒ (1) + 33 = 34
Damage: 4d6 + 43 ⇒ (1, 5, 2, 3) + 43 = 54
Third Attack: 1d20 + 28 ⇒ (18) + 28 = 46
Damage: 4d6 + 43 ⇒ (4, 1, 1, 2) + 43 = 51
Fourth Attack: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 4d6 + 43 ⇒ (2, 6, 4, 4) + 43 = 59


If that's the case I was only moved 35 or so feet on the map; I can spend the last couple tiles closing on one of the guardians and full attacking. I'll wait from confirmation from the GM.


Did my charge end or do I have to declare a new target or what?


It's giving me 400 Bad Gateway errors.

Oh well, Doppel travels in straight lines so a map isn't hugely important at this point I think.


Doppel pushes through his group of allies and charges the throne on the wake of Tima's luminescent volley. He swings with wild abandon, each missed blow tearing a huge chunk of stone free from the area around its intended target.

Free Action to enter Mighty Bloodrage; casting Burst of Speed on myself as part of entering the bloodrage; casting Resist Energy (Cold) using Arcane Bloodrage; casting Displacement using Greater Arcane Bloodrage. Swift Action to activate Quick Runners Shirt; moving 50 ft towards the skeleton. Full-Round to charge the rest of the distance.

First Attack: 1d20 + 38 ⇒ (18) + 38 = 56
Damage: 4d6 + 43 ⇒ (2, 2, 3, 6) + 43 = 56


Is Roll20 being weird for anyone else?


Keying up buffs again. I'll start off with Power of Giants right away. How long has it been since our combat with the dragon?


Just to be clear, so there isn't any confusion: Doppel does not make good decisions. For example: he has invisibility as a spell and could very well sneak in if he wanted to - he simply doesn't want to.

OOC, I'd hate to see anyone get dragged into a poor situation because of my hardheadedness.


Doppel responds with a grunt and a few pointed words:

"Take yourself, then, and skulk through the halls to your hearts content. Leave the glory for me."


Doppel makes for the double doors on the south, apparently intent on storming the castle directly now that the sentries had been disposed of.


I'll delay my turn to see how that attack resolves before I start burning rage rounds/spell slots


Do perytons have hearts? I'm not in a position where I can check this second.


Doppel joins the returns to the rest of the group as the move onwards.


Doppel remains at a distance, watching for a signal. Stealth was not his strong suite, nor did he use to wish it in any way. Where it he, the front doors would have served a much better entrance.

Of course the two tactics were mutually exclusive, hence his temporary restraint.


So that's only 39 damage after everything.

Doppel lowers his weapon, disappointment palpable. Apparently he had hoped for more from the dragon.


I thought only true seeing could negate displacement?

Grand Lodge 1/5 *

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I'm not great at image editing, but I put these game aids together based on the new Chase Cards. I hope they can come in handy for your games. Enjoy!

The Perennial Crown Game Aids

Grand Lodge 1/5 *

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I'm not great at image editing, but I put these game aids together based on the new Chase Cards. I hope they can come in handy for your games. Enjoy!

The Perennial Crown Game Aids

Grand Lodge

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For sure, I agree with the sentiment. There shouldn't be a shoehorned new non-evil goblin pantheon. I'm looking more for some insight on how these exceptional goblins reconcile their beliefs with their new lives. For example, a goblin can be motivated to join the Pathfinder Society, seek treasure and glory, even to help others and defeat menacing monsters. This doesn't mean that they stop believing in and even idolizing Zarongel for the gift of fire and wolf-riding. Hell, if it's a goblin that wants to be a knight, the first mount they're going to be drawn towards is a wolf or a goblin dog.

It would be really cool to see some artwork of 'goblin-ized' deities who reach out to goblins, by the way. I liked the goblin iconics a lot.

To compare to a real-world situation, people who break away from Mormonism or Christianity always have an interesting story and the catalyst for them to take such an action is a major part of their personality and world view from that point on. Even so, their past, before their break, continues to be a part of who they are in some way, shape, or form forever after.

In a world like Golarion where it's pretty much common knowledge that the gods exist and are in control of your afterlife and immortal soul, it would take a strong program of outreach to convince creatures like goblins that there's an alternative to spending eternity in Basalfeyst.

Grand Lodge

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I wanted to convey my disappointment in how I feel Goblins were neglected in Gods and Magic. I think that by not including information on Goblin deities and how they fit into the mindset of the "PC Goblin", an opportunity was missed.

I have to admit, I wasn't on board with the decision to make Goblins a Core race during the playtest. I felt like it was pandering and using the success of the Free RPG Day modules to boost the new ruleset.

Don't get me wrong: I love goblins. I've loved goblins since Rise of the Runelords #1's Foreword when James Jacobs declared "...the Ten Commandments of Goblining, if you will."
1. Horse Hate
2. Dog Hate
3. Goblins Raid Junkyards
4. Goblins Love to Sing
5. They're Sneaky
6. They're A Little Crazy
7. They're Voracious
8. They Like Fire
9. They Get Stuck Easily
10. Goblins Believe Writing Steals Your Soul

I wasn't the only one. Everyone went Pathfinder Goblin crazy after this. To me, it was a metaphor for the new world in which I'd be gaming for the next 13 years (Jeez, time flies). Here I saw something that once meant "easy bad guy" and forever onward, it meant "maniac who burns and eats everything."

As time went on, Pathfinder continued to 're-brand' typical aspects of the game, and in so doing, re-invigorate the whole scene for me. Bugbears are stalking psychopaths, ogres are hillbilly murder/cannibals, even hobgoblins were given a strong cultural identity and a cause to get behind, and I was excited to see them get their own nation as Golarion moves ever onward, AP to AP.

With Goblins becoming Core in 2e, though, I feel they've lost everything that makes them Goblin. I was on the fence when the Core was released, and Paizo did a great job fleshing out Goblins as an ancestry and the relevant heritages in the World Guide and Character Guide, but I was really hoping that they'd get some love in Gods & Magic in particular.

In G&M there was an opportunity to flesh out that entire missing piece of the civilized Goblin's culture, and it was passed over. To me, and I'd imagine to goblins, religion is a major aspect of a culture. I can't imagine entire tribes like the Bumblebrashers forgetting about mighty Hadregash, ugly Zogmugot, nasty Venkelvore, or primal Zarongel. I can understand moving away from Lamashtu, but those four deities are where Goblins believe they come from. Even if a Goblin wanted to venture out and do good in the world, and even if the rare town can come to tolerate their presence, I think Goblins would still say small prayers to the four barghests, even if only out of fear for what the afterlife holds for them (and they have to know that they're going to see that afterlife really, really soon).

I hope the world story moves in a direction that helps this make sense soon. My suggestion?

Spoiler:
Chief Zugmut + Starstone = Goblin hero-god of Drama, Forging Your Own Destiny, and maybe a god of stealing stuff who isn't also tied to lust or murder

Thanks for reading my rant. I look forward to seeing how things continue to play out.

Grand Lodge

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Alright Lore-brains, the beam is upon you. I'm setting up my campaign calendar, you know, like a well-rounded person, not at all like an over-immersed geek, and I'm going to have a focus on Were-Villains. I feel like it's important to jot down a lunar calendar. I decide to follow the 2020 Earth moon calendar (since my campaign starts Abadius 4720). In Golarion, the full moons are each named and known. Here's what 4720 portends:

  • Abadius 10 - Long Moon
  • Calistril 9 - Fated Moon
  • Pharast 9 - Rebirth Moon
  • Gozran 7 - Flood Moon
  • Desnus 7 - Blossom Moon
  • Sarenith 5 - Sweet Moon
  • Erastus 5 - Lover's Moon
  • Arodus 3 - Swarm Moon
  • Rova 2 - Harvest Moon
  • Lamashan 1 - Hunter's Moon
  • Lamashan 31 - Black Moon
  • Neth 30 - Cold Moon
  • Kuthona 29 - ????

Lamashan 31 being the Black Moon is already at 95% spooky levels, but what are the in-Golarion thoughts on years with 13 full moons? I propose we cancel all blogs until this is decided upon.

Grand Lodge

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It's 240. Do what you want, but this is what works. The fight ends if you subdue 4 farmers, but the encounter is a dozen hostiles.

Grand Lodge

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I'm still unclear on this myself. Here's the breakdown:
- Goblins in room B overhear heroes in room A
- Goblins hide
- Heroes leave encounter mode and enter exploration mode
- Heroes engage in Searching tactics

Does the GM make the Stealth check against the Perception DC of the heroes?

Does the GM roll Stealth and secret Perception checks? Are these the initiative scores? If so, this is one Stealth check for multiple creatures since they use one roll for the entire group for initiative.

Does the GM roll secret Perception checks against a DC of 10 + The goblins' stealth modifier?

If some PCs are Sneaking instead of Searching, what happens then? Do the goblins roll Stealth and Perception, and if so, which is their initiative roll?

Grand Lodge

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I spent today reading this whole thread because I'm sleepy and refuse to do real work, but a thought occurred while going over the point in the conversation where the inclusion of Mythic Adventures and Ultimate Campaign rules became a necessity. The APs are marketed to include those rules and thus expand the possibilities of the game system. The Strategy Guide is supposed to be released soon, and hopefully, for the sake of new players, it'll include hints at building more robust characters so that the argument of 'your party is too optimized' goes away completely. Perhaps this is a good time to buff up AP design and make more tactically sound bad guys.


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Kitsune rogue or fighter, basing it off of one of my favorite villains: Don Carnage of Tailspin fame.


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magnuskn wrote:


Thirdly, I hope "something bad happens to Ameiko" isn't getting to be the recurring theme for every module. I can see many groups turning on the character if she's reduced to the eternal damsel in distress.

Every group needs an Aquaman.


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So, the Stag Lord's a mean drunk that doesn't like to actually do anything anymore. I think he's probably too apathetic to care about the Thorn River camp not reporting in after a while. Akiros or Dovan might be interested, but more than that, I had a group of bandits figure out what was going on (some escaped) and try a different tactic. They avoided the PCs for a while, then went to Brevoy and got their own charter. Now they threaten to denounce the PCs as bandits, and are playing the "I'm not touching you" game with them. It's turning into a fun situation, where the PCs could always kill the bandits to get rid of them, but without evidence, folks like Oleg and Svetlana might lose respect for them. In their minds it would be cold-blooded murder, just because the PCs didn't like the other group.

Thoughts?