NateMg's page

Organized Play Member. 14 posts (403 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 2 aliases.


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There would typically be a perception check to see if we can spot an ambush preceding combat.

If the dog was aware of Darius while Darius was unaware of the dog (i.e. it is lying in ambush), we could be in a surprise round in which case, Darius would be flatfooted despite rolling a higher initiative.

However, in a surprise round the dog would only get a move action or a standard action. It would not be able to move and bite as your description states.

Absent a surprise round, the combat would kick off with "?" reducing Darius but under no circumstances should he be bitten.

Also note that Reduce Person with a casting time of 1 round cannot be cast in surprise as it takes more than a standard action.


Don't forget to share the map.


Darius, since you will be able to rebuild before you play as a level 2, take the Finesse now and you can make the build more efficient later.


For maps, I've had GMs doing pbp make a map in Roll20 or as a Google Doc. Though honestly, the fiction has been strong enough to carry combat. Some players didn't seem to use the maps in any case.


I've tried sending several emails through the "Report a problem with this session" link, but no reply. It's been three weeks now, so how do I get this resolved/check status?

Oh, and I also tried getting a hold of the GM to no avail.


I'm pretty sure as long as you haven't played yet as a Level 2, you can rebuild however you want. You can even sell back bought items at full cost.

Once you play the character at Level 2, they are locked in.


Aren't we forgetting Kaz?


PFS credit?


I'm in Corydon. How the hell do we have so much southern indiana on here?


Smiling to herself, Kumari thinks As nervous as *I* am about this place, our strapping warriors are far more reluctant to enter.

"I concur with Arovandeon. Mella, even if we had access to the tome, we will know much better what Anumet was researching if we take a look inside the museum. Since we cannot take the book out of the Forae Logos, we had best go there with what information we can."


It seems as though going into this museum is something like a right of passage so I suppose it must be done. Though Arovandeon appears to not have come through unscathed...

"Well, this sounds like it will be quite an adventure. Will we be making a day of it, or do you think we shall be wandering there for days?"


Don't sweat getting things wrong. We're here to have fun and as long as that is happening, it's all good. There is no such thing as wrong fun.

Related to PBP specifically, I've a lot of table top and LARP experience, but little PBP. I did see this linked in another thread and it seems totally legit. PBP Advice

Nate
-Kumari's Player


Cool thanks.


Sorry, I read that bit in the crunch about books as if you use anything other than these, cite it.

I tried remaking Squeevil as a Grenadier/Firebomber, but then I realized Grenadier is in The Pathfinder Society Field Guide.

So now he's a Firebomber/Ragechemist. And not nearly as good at torchbearing.

Oh, and Supertorch(TM) is TradeMark.

Background:
Squeevil first met the Dark Master outside of the dark master's laboratory. He had seen the Dark Master around of course, everyone knows who the Dark Master is, but the Dark Master had never so much as looked Squeevil's way. Then, as Squeevil was sneaking past the doorway, it happened. Dagor Morthis said, "You... come hold this as I read." Squeevil did, the Dark Master did, and Dagor Morthis was so satisfied with the result that he has permitted Squeevil to be ever by his side with a torch held high. He has even indulged Squeevil's experiments at torch improvement, which have yeilded surprising results.

Stats:

Squeevil
Male Goblin Firebomber/Ragechemist 3 (fav class)
CE Small Humanoid (Goblinoid)
Init +3; Senses Perception +5, darkvision 60 ft
Str 12, Dex 17, Con 14, Int 16, Wis 8, Cha 7
Base Atk +2; CMB +2; CMD 15

[Defense]
AC=18, (+3 dex, +4 armor,+1 size)
HP=27 (11+8+8)
Fort +5, ref +6, will +1
+2F vs Poison, +3R vs Fire, +1W vs Compulsion, +3W Vs Fear

[Offense]
Torch: +3, 1d2+1 +[1d4+1 Fire]
Super Torch: +3, 1d2+1 +[1d6+1d4+1 Fire]
Bombs(ranged){splash} +6, 2d6+3 {6} DC:14

[Feats/Traits]
Throw Anything
Burn, Burn, Burn
Extra Discovery
Trait - Courageous
Trait - True Believer
Weapon Proficiency: Torch

[Alchemy]
Level 1 Extract Formulae: 4/day
Enlarge Person
Disguise Self
Crafter's Fortune
Expeditious Retreat
Cure Light Wounds
Shock Shield
Identify
Bombs: 2d6 6/day DC:14
Rage Mutagen: STR +6/-2
Discovery: Precise Bombs, Fire Brand
Swift Alchemy
Poison Resistance: +2

[Skills]
Armor Check: -2
Craft(Alchemy): +7
Disable Device: +9
Heal: +3
Knowledge(Arcana): +9
Knowledge(Nature): +7
Perception: +5
Ride: +5
Slight of Hand: +5
Spellcraft: +9
Stealth: +5
Use Magic Device: +4

[Equipment]
100 Chain Shirt
125 MW Portable Alchemist's Lab
50 MW Backpack
40 Alchemist's Kit
.5 Bandolier
60 Alchemist's Fire x3
1000 Muleback Cords
200 Formula Alembic
20 Fire Resistant Boots
403 gp 14 sp 10cp

Couple questions. How would you feel about using the ammunition rule for Mastercrafting torches? Also would that be craft weapon? woodworking? other?