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RPG Superstar 8 Season Marathon Voter, 9 Season Dedicated Voter. Organized Play Member. 385 posts (423 including aliases). No reviews. No lists. 1 wishlist. 18 Organized Play characters.


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First and only cleric I played was my luck halfling in PFS. Think it was a memeish challenge or something. I can't heal but I can buff pretty well.

It went as expected. First time joining a table a few were very vocal about a useless cleric which (by my own admission) couldn't heal unless you are really desperate. Use CLW wands instead I told em.

And the end and the following session (it was a two parter) only one person was making an ass of himself amd he eventually started complaining that I refused to buff him and he wanted me dead (too bad the rest were deadset on making sure his dreams don't come true)

Kicker was this scenario had some super powerful enemy to fight with in the end with double digit CR (we were all single digit levels) but because of the power of luck we didn't even need the Macguffin to take out half its health easy.


Yeah I have no image so feel free.


Anticipating a fight the hobgoblin makes at the largest object he can reach and carry before yelling in goblin "oh, you don't want this fight!"

Intimidate: 1d20 + 4 ⇒ (5) + 4 = 9

Have intimidate, and improvised weapons to bonk people with the largest object in the place lol

Edit: Also forgot to add the size bonus since we are dealing witgh small goblins so the intimidate should have another +4 added to it.


Sorry, IRL caught up with me for a bit and I completely forgot about this. Will get to it tomorrow when I wake up.


Sorry, IRL caught up with me for a bit and I completely forgot about this. Will get to it tomorrow when I wake up.


The masked hobgoblin moves around within the goblins specifically picking out the interesting food he misses out on in a civilized city from here and there and also looking out for the even more interesting topics of conversation the goblins probably wouldn't realize he'd understand.

I don't know which is applicable I guess
Bluff (For secret messages): 1d20 - 1 ⇒ (5) - 1 = 4
Diplomacy (Gather Info): 1d20 - 1 ⇒ (7) - 1 = 6
Intimidate (Size bonus not added yet): 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Sense Motive: 1d20 + 7 ⇒ (1) + 7 = 8
Stealth: 1d20 + 10 ⇒ (2) + 10 = 12


Rolling for hp hp: 1d8 + 4 ⇒ (6) + 4 = 10

Wow a lot of us are actually doing well with rolls.

Skills (+1 ea): Acrobatics, Appraise, DD, Escape Artist, Intimidate, Perception, Sense motive, Sleight of hand, Stealth, UMD

BAB: +1

Ref: +1

Features: Evasion, Rogue Talent

Crud I actually forgot what it is I wanted at level 2 for talents so I'll have to check back on it.


Still interested as Fumbus but will get back with the player info by the end of the week.


Got the PM. Still interested. Although I'll need to make a character for 2e first lol.


I would be interested but I'll have to go home and read through the new rules for what I might want to make.


Oh this got filled out fast. Since its repeatable, I guess I'll ask if I can be put in as the second waitlisted person?


Yeah didn't notice Sajan didn't have a 5.

Guess its the alchemist for me then.


Since by my count there should be enough for me, I'm up for Fumbus or Sajan.


In response to Hadri, the hobgoblin simply suggests "If you can't wait, you can look around by yourself but... Don't get caught. Adding in with a derisive snort after he gave the dwarf a chance to think it over, "But I don't think you can. Dwarves aren't subtle enough.


The hobgoblin looked to their interpreter and asked "really?"


Yes but I rolled mine 1 short because I played a quick game over discord before we started this one to get to a higher level. So my day job roll should be 30 instead of 29.


I'll be out of town for a couple of days so just go on without me. Weit would normally just aid another out of combat and Bit of Luck the ranged DPS during combat if you need me to predetermine actions.


"I'm no racist!" the hobgoblin exclaimed before adding "actually... my people love goblins. Especially if they are under our boots. Its a service. Them gobs wouldn't be able to survive otherwise.

Actually going to add since it probably isn't clear, I had the pallys but my a doggo mask from the 2500 g thing. Borkandors has been wearing it from the start so he can scare the goblins and so no one would see him as a hob until later lol

Also untrained local check to see if there had been any raids on goblin nests lately to see if its possible to pinpoint the goblin's origins or who their current boss is

K:local: 1d20 + 1 ⇒ (10) + 1 = 11


"Its because you're too polite to these #$%^&" the hobgoblin said, those familiar with the orcish tongue would also recognize the last word as something which was better not repeated for the sake of propriety. "Just demonstrate to em how low they are and they'll stop wasting our time thinking they are better than us."


Borkandors rides a horse even if he doesn't even have a skill point in ride (you don't need to be invested in the skill for normal riding) because its more cooler that way and could freak the gobs

Also like Rodan, scouting rogue as well but more on the melee side. Bad melee side since his AC is bad.

"They're freaking gobs. Leaving them their limbs whole's better than whatever we give em now. Used to whip their scrawny butts back home"

perception: 1d20 + 6 ⇒ (13) + 6 = 19


Ok pretty bad at buying items but w/e lol. For the request of 2500:

Traveler's Any-tool: 250 g
Camouflage blanket x2 (urban, forest) : 48 g
I'm assuming the place we are going to is considered urban (correct me if underground) and the places we are going through to get there are forests (correct me if jungle)
Drill: 5 s
Silk Rope x2: 20 g
Masterwork Transformation spell (armour): 150 g
Impact Foam x2: 50 g
Blasting Jelly x3: 135 g
Tindertwig x10: 10 g
Everburning Torch: 110 g
Smokestick x3: 60 g
Skyrocket firework x3: 150 g
Pellet grenade x3: 150 g
Thieves' tools (masterwork): 100 g
Potion of Gaseous Form: 750 g
Potion of Invisibility: 300 g
Potion of Enlarge Person x2: 100 g
Signal Horn: 1 g
Masterwork dog mask: 50g
Taking this as a masterwork tool to scare goblins if possible
Fake coins x2: 10 g
Decoy Tripwire: 25 g

Total: 2469.5


Been sick, can't do much till the weekend.


Knowledge: Arcana: 1d20 + 7 ⇒ (14) + 7 = 21

Weit follows after Daniel and casts bit of luck again.


"So you don't want violence but are fine with us doing it. Wonderful...{/b] which was quite typical of paladins the hobgoblin thought.

At which point, he'd remind the paladins [b]"violence I can do. 's why I'm in the slammer. Translating? Not unless you want the gobs to charge us." which was why it was a relief Shintaro was willing to speak instead. "Is there a reason why you can't just try knocking them out instead?" he asked. He wasn't much of a killer either. That was bad for business.

He also had his own thoughts on the prophecy and religions being tossed around here and there, but Borkandors figured there were better things to do than to get into that mess. As for his religion? "My life's fine with just gold" which made goblin gold a more relatable possibility to him.

And with "time is gold" he was rather eager to leave as well.


"You've been there before?" the hobgoblin asked after the paladin told him about the state of the tunnels and then, asked another question on "what forced you back? Would it still be there?!"

Also, on something the hobgoblin was unfamiliar with, "what the heck is a flamescrag?" since it was mentioned not once, but twice.

And maybe, although Borkandors was obviously not serious about it, "with many cultists crap, maybe we should all act like cultists and scare goblins. Goblins are superstitious as they're ugly. Might do something."

I don't have time to put up a shopping list right now, I'll probably post up what are the items I want/need on Thursday instead


Daniel Thrace wrote:
Spell wise, it is always great for a cleric to have options to handle debuffs. Stuff like remove fear, remove paralysis, etc... But we might be too far into the scenario to change things right now.

Well its normally a question I ask when joining tables although having to sort out the pbp stuff here threw off my timing a little bit so if the GM says its still cool to switch to what people wants since I haven't even casted a spell yet, I guess I could still change stuff around but no one has actually suggested the exact spells they want.

Also the bit of luck I use is not the cleric spell bit of luck, but the luck domain bit of luck. So its every single d20 roll you'll roll for one round. I think you might have mixed up between the two since you said something about only choosing to apply it to manyshot.


"So woods and Keep. Got it. You fine paladins with us means no problems for us criminals on the way if we don't start trouble? As long as it was just that, it would not be a problem for Borkandors. He even started to get an idea of what he'd need at their destination which he paladins admitted wasn't dangerous. No need to doubt that since they were paladins after all.

Although... "in case you boys die because low danger place is actually dangerous, how are we going to make it back with mark if needs you see us every hour? Do we have to carry you back? Will you carry us back if we die? Who gonna get mark off us?" This barrage of questions were less for the hobgoblin's information and more to cast a little more doubt on this enterprise to see if there is a chink in the paladin;s armour.

The more important information though, was in the question of "if you have such detailed information like dimensions, fortification and history, I don't suppose you have detailed plans for the fort or something? I remember there are some tunnels..."

Assuming untrained DC 10 knowledge check thing applies so taking 10


Either play an alchemist because crafting poisons is faster or ask your gm if you can craft poisons at the same speed as magic item crafting otherwise its not worth it.

As for the comments above on low DCs and such, you can always look up how to stack poisons. Off the top of my head each successive dose of the same poison adds an extra 1/2 duration and +2 DC. That said you'll want one of the archetypes/features which lets you convert poison types.

You'll also want a person, you or another party member, to be able to debuff saves to make the poisons more likely to succeed.


The hobgoblin came out with a mark on the back of his left hand. He was quite obviously not satisfied with the arrangement but at least there was a deal to get out of incarceration for a little bit.

And, better treatment than being in a cell although the hobgoblin couldn't help but think aloud with Lar beside him, "is this very dangerous? You holy sorts always feel guilt easy. All these nice things to make you feel less guilty about where we're going?" That said, the very idea didn't deter him from grabbing a plate in anticipation.

Once he was reminded about stuff by Rodan though, "didn't bring much going in, don't have much either" he admitted in terms of equipment so,"if I can get spare stuff, that's good."

Preferably, Borkandors would be looking at the selection of armours he can take

"But if it's same to you, can you tell us about Keep we going to? And the route we taking there? Helps to figure what to bring along.


Present


Sun DM wrote:

@ Table 2:

We're close to being ready - we've got a translator (Omni), Tura and Shintaro, Cole and MrWixi. I'm going to wait until Thursday to see if Caps or mrkrrtft coalesce into one or more additions. MrWixi, where's your character?

Me having goblin is just a freak accident since I'm playing a hob. Lol. So if someone else is interested they can be the translator instead. I just want to beat up on goblins so translating is like if no one else wants to.


Sorry I copy pasted from an online sheet thingy. I think the deflection is the nat AC from scarred.


I normally don't play casters so if you guys have any spells you want me to prepare, feel free to tell me otherwise its more likely than not they are all going to be spontaneous cast heals which is the only way this guy heals (don't rely on the channel either because its the variant luck for positive)

Since Daniel seems to be the ranged DPS I think in combat the best plan would for my cleric would be to stick to him and spam bit of luck.


Bolt Ace, especially with the new stonebows.


Diplomacy: 1d20 + 3 ⇒ (9) + 3 = 12
Geography: 1d20 + 7 ⇒ (19) + 7 = 26

"A pipe and a flute? That sounds familiar but then again, bards and alchemists aren't that uncommon, the halfling said as he tried to recall the two but not for too long. They were a problem for another time.

More importantly, he agreed that "we're going to need to shop a little for the desert. I hate the desert!"[b] At least none of the Pathfinders will need to worry about water as [b]"I can make water if we need it... but only after the night. Should save Thorek a spell."

My skill rolls are for aid anothers so its a +4 to whoever wants them. Also will we need both hot weather and cold weather outfits?


Borkandors
M LE Hobgoblin Makeshift Scrapper, Level 1, Init 3, HP 12/12, Speed 30
AC 18, Touch 13, Flat-footed 15, CMD 16, Fort 3, Ref 5, Will 2, CMB +3, Base Attack Bonus 0
Sling 3 (1d3+3)
Leather Lamellar (+4 Armor, +3 Dex, +1 Deflect)
Abilities Str 16, Dex 16, Con 16, Int 12, Wis 14, Cha 8

Racial traits: Sneaky, Scarred
Traits: Guilty, Surprise Weapon
Feats: Bludgeoner, Catch Off-Guard, Throw Anything
Class Features: Sneak Attack 1d6
Languages: Common, Goblin, Orc


Still deciding between making a crazed GOO cultist or a gang enforcer. Will get something up within 24h but probably will not be the translator.


First time using Paizo forums for pbp so let me figure out how to do it and I'll get to it hopefully by this week.


Character Name: Weit Flagg
PFS #: 98397-2
Faction: Exchange
Day job roll: Gambler: 1d20 + 10 ⇒ (19) + 10 = 29
Slow or regular progression: Reg


Neato Steampunk game. Would either content from Pure Steam or the Machinesmith be allowed?


level 5


Oooooo a new Alternity. I've played the old one a few times and found it great so I wouldn't mind trying out this one if a game is being run.


So first level one shot? I saw you were going to have two teams but my math is bad so I'm just going to ask if either still has room.


Destiny pt 3 is the white whale of my halfling cleric lol. Weit Flagg (# 98397-2) should be around level 5-6 if I recall properly (haven't touched him in ages) so if there is still room, I'm in.


Meirril wrote:

The party needs 1 person that is skilled at survival. That doesn't have to be you. Also for exploration and discovery you also want someone with KS: Geography.

There are lots of other skills that get used occasionally to overcome challenges, but honestly it isn't worth trying to cover all of them. History will give you clues to past civilizations in the area when you run into ruins or artifacts left behind. Linguistics to pick up the languages of any cultures you run into. Generally that isn't necessary, but it makes future diplomacy a little easier.

Unfortunately party is unreliable because I'm playing this online and GM made it sandbox so I can pretty much go without any other players if I want to, which is what I'm trying to do with exploration during downtime to reap all the rewards.

From reading the UW rules for this, there really isn't any other skills in contention RAWise unless its really weird places in which the GM expects there to have weirder rolls. I just want to make the common/normal/usual uses of the rules more reliable for myself.

So yeah, if anyone is familiar with these rules, could use a hand.


Currently playing a sandbox exploration game. PCs are about level 6-ish.

Referring to the exploration rules in Ultimate Wilderness, what is needed to build a PC which is good at it?

Currently have linguistics for gazettes. Can fly. Perception focused (although the negative wis hurts) but at least its better than untrained survival (not a class skill so no point for me investing just for a +5 compared to perception which is although we are allowed a free rebuild so I could change it to survival if I can figure out how to make it work)

Problem with survival is, there are barely any items to use it for exploration. Mundane or magic. Most of the survival items are very narrow e.g. for getting lost or food and water with no general survival use so there still isn't much bonuses to be gotten for it to perception either.

I think that is all I can think of unless there is something I'm missing from the rules.


My party beat our CR 3+ (3+ instead of +3 because I can't remember the level gap but it was significant) the first attempt we immediately ran away after we identified the threat.

GM didn't expect us to have a second go. My rogue used his Black Market Connections to buy the important crap (true strike scroll, greater slaying arrow, poisons) which the GM didn't want to allow in such short notice but, RAW.

1-2 rounds of debuff. Dragon was dead from the Nova. Only one casualty in out overconfident wizard ( he thought he was going to be safe at the back line and refused the frost ward gel my rogue gave the rest of the party)

The most important thing is always to have an escape plan in an unwinnable fight and before any escape, getting as much information as possible for round 2 sneak


I've been wanting to make a halfling which makes use of the childlike feat for memes.

How effective do you think this combination of rogue talents would be? Assuming I'm interpreting them properly.

Ambuscading grapple: Grapple unaware target and sneak attack.

False attacker: Since grapple can be used in place of an attack.

Convincing lie: Persuade target someone else attacked him and have him convince everyone else the same. Start fights/conflicts.

The whole time: For good measure as a back up plan.

So walk up to person, grapple them for sneak attack damage, convince them to get into a scrap with someone else. Repeat until the whole town are in fights.

This of course makes bluff the most important skill. The only difficulty (since I want to take 10) is the size penalty to grapple for halflings. Need some way to negate that too...


There are some pretty good options with rogue but it all depends if he knows how to use it.

Obfuscate story is a personal favorite of mine which is overpowered/underpowered depending on how one looks at it. I made a GM go apeshit once asking me "why would you take a talent like this" because it seems like an RP skill but because it's use is pretty clear cut/detailed, it works as intended.

Convincing lie is also another good one. Even better if you have a stick in the mud pally (with a cooperative player) since even the pally can work with the party in "lies" if they are successfully lied to first.

Then there are unlocks and some archetypes (like the one which gives you rumourmonger for free by second level instead of waiting to unlock advanced talents)


Knife master rogues with gang up feat each would likeliest be the easiest to manage and the most straightforward of builds. At level 2 you can even take twf as a combat talent.

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