Corsair

Ronin Aoi Hasu's page

91 posts. Alias of JakeTG.


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Sure go ahead, I posted the first post and I'll message everyone that the game is on, go ahead and make a first post if you'd like


Not if you still want to play, but I need info fast, I don't mind putting you in as a 6th


ALright Ladies and Gentlemen, without further ado here is our roster

Kwin Longclaw: Kitsune Tinker (Seen as human for intents and purposes)

K-01 'Kol': Warforged Gunslinger

Nimos Yardan: Minotaur Barbarian

Miyako Okori: Kitsune Orcle

Merrilin Thomdril: Gnome Athasian Bard

Scenario will be posted within 2 hours, I still need backgrounds for Nimos and Miyako, but I'd like to start instead of continuing to wait.


150 g, i think we will be finaly able to start tomorrow, get gear and we will start up


I actualy still need to recheck with the other players I've been busy and havn't been checking in on them and you two have been more proactive :P We may still start on the 18th though, either way a couple day delay won't be the end of the world.


Alright in that case we will start Saturday evening to accommodate, sounds good everyone?


Oh also for Crafting I use this decription for Craft (seems more useful and accurate imo)

http://ur-talarius.wikispaces.com/file/view/D%26D3e_-_Pathfinder_-_Making_C raft_Work.pdf


@Lon We already have the first 5 for the group, if you want I can que you into the 3rd group (if it should come up) right now I'm just taking the 5 people I already talked to.

@Kwin Go ahead and hammer out the details here, I may make a separate thread for just the 5 people playing. And yes I'm ok with the shared backstory :)


1 person marked this as a favorite.

Alright so today I will be posting the information for the Elf-Orc, the Minotaur, the Warforged, and the Tinker Class. I will also post information about the starting town. As always feel free to message me with any questions

For those wanting to play the Tinker class (or just curious about it) message me for a list of Contraptions, I am still actively working on a Contraptions list. I also have the class grid dictating BAB, Defensces, etc, but I can't upload it correctly so ask me about it as I work on that problem.

Tomorrow I plan to message the 5 top posters and start figuring out characters

So without further ado here you go:

Elf-Orc:
+2 Strength +2 Dexterity, –2 Intelligence

Seclusionary Customs: –2 on Bluff, Diplomacy and Knowledge checks when associated with people, customs, or regions outside of the Elf-Orc nation.

Survivalist: Survival, Perception and Stealth are always class skills for this race

Darkvision: Elf-Orcs can see in the dark up to 60 feet.

Weapon Familiarity: Elf-Orcs are proficient with longbows (including composite longbows), spears, rapiers, shortbows (including composite shortbows), greataxes and falchions.
Elf-Orc treat any weapon with the word “elven” or "orc" in its name as a martial weapon.

Crossbreed: For all effects related to race, a Elf-Orcs are considered both Elf and Orc. They are always considered to be of whichever race grants them the greatest bonus or the greatest negative.

Ferocity: Elf-Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Elf-Orc are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.

Fleet-Footed: Elf-Orcs receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Minotaur:
Large Size (-1 to AC & Attack, +1 CMB & CMD)
Base Speed: 30'
Attribute Modifications: +4 to Strength and Constitution, -2 to Intelligence, Dexterity, and Charisma
Natural Armor: +1 natural armor bonus to AC
Natural Attack: Gore (1d6, primary)
Reach: Minotaurs have +5' reach.
Automatic Languages: Giant. Bonus Languages: Common, Dwarven, Goblin, Orc, Undercommon
Favored Class Options:
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Fighter: Add +2 to the fighter's Constitution score the purpose of determining when he dies from negative hit points.
Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level he can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Warforged:
+2 str +2 int -4 cha: Warforged are strong and smart, but have issues communicating with others.

Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Warforged have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Warforged begin play speaking Common. Warforged with high Intelligence scores can choose from the following: Dwarven, Elven, Orcish, Giant, Gnome, Goblin and Undercommon.

Construct: The following effects come from the Construct modifiers:
Warforged have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a Warforged as having a score of 10 (no bonus or penalty).
Warforged have the darkvision 60 feet racial trait.
Warforged are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Warforged cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Warforged feat. Warforged can also be healed through spells such as make whole. A Warforged with the fast healing special quality still benefits from that quality.
Warforged are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Warforged are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Warforged do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Warforged cannot be raised or resurrected.
Warforged have an additional starting HP of 20.

Unnatural: Warforged unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Warforged take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward Warforged is one step worse than normal.

Repair Self: A Warforged can spend 4 hours of uninterrupted time to repair any damage done.

Tinker:

Weapon Proficiency and Armor: Simple weapons, Contraption weapons, light armor, medium armor, and shields (except tower shields).

Contraptions: The Tinker’s main strength lies in their inventions, they use these inventions to empower themselves and their allies. Starting at level 1 a Tinker is trained to create devices called Contraptions. A Tinker is able to maintain upkeep on a number of Contraptions per day equal to 1/2 level + Intelligence Modifier.

Fail Rate: Tinkers don’t always design their inventions to be safe. Most Contraptions have a Fail Rate. What this means is, if a Contraption is being used, and if it scores lower then the Fail Rate number, during a use or attack roll, the Contraption will become Broken and unable to be used (and possible inflicting other effects). If a Contraption has a Fail Rate of 8, then any use or attack roll made with the Contraption that is below 8 will cause the Contraption to become Broken. At level 1 all Contraptions used by the Tinker have a Fail Rate of 0, and those used by allies have a Fail Rate of 2 (unless otherwise stated). At 4th level all Contraption Fail Rates are lowered by 3 (increased to 6 at 8th level and 10 at 14th level).

Apprentice Contraptions: Starting at 1st level a Tinker is knowledgeable of all apprentice-level Contraptions. These include devices which assist in mundane tasks, devices which assist with combat maneuvers, bombs, and combat equipment. These Contraptions take 1 hour to create or repair for each Contraption.

Journeyman Blueprints: As a tinker levels they gain access to blueprints to Contraptions not otherwise accessible to Apprentices. At 2nd level, and every 3rd level afterwards, the Tinker gains access to a blueprint from the list of Journeyman Blueprints. These Blueprints often impart more complex elements, thus the Fail Rate of all Journeyman Contraptions is increased by 4. These Contraptions take 4 hours to create or repair for each Contraption, and a Tinker can only maintain upkeep on a maximum of number of Journeyman Contraptions equal to half the Tinker class level rounded down. These Contraptions are usually specific to the Tinker, and thus will not work without specific instruction from the Tinker themselves.

Masterwork Blueprints: In addition to Journeyman Blueprints the Tinker also gains access to Masterwork Blueprints. At 6th level, and every 5th level afterwards, the Tinker gains access to a blueprint from the list of Masterwork Blueprints. At 16th level the Tinker gains access to a Vehicle Masterwork Blueprint, allowing them to create a vehicle for themselves and/or their allies to travel with. These Contraptions cannot be used by the Tinker’s allies, and have an increased Fail Rate of 8. These Contraptions take 3 days to create or repair for each Contraption, and a Tinker can only maintain upkeep on 1 Masterwork Contraption at a time (increased to 2 at 12th level). These Contraptions are specific to the Tinker and are too complex to be operated by others

Tinkering: A Tinker adds half his class level (minimum 1) on all Disable Device, and Knowledge (Engineering) checks and may make these checks untrained. Starting at 4th level a Tinker may also use Disable Device to disarm magic traps.

Craft Anywhere: A Tinker may put in a full 8 hours of item/magic item crafting while adventuring as if they were working in a comfortable and distraction free environment. This includes the creation of Contraptions.

Modules: Tinkers love to modify their Contraptions, even if it leads to their downfall. At 2nd level they gain access to all Modules available to the Tinker, which can be used to modify Contraptions. Some Modules can only be used on certain Contraptions, and all Modules increase the Contraption’s Fail Rate. Modules can be added multiple times, however each additional Module adds a more amount to the Contraptions Fail Rate. For example if a Module increases the Contraptions Fail Rate by 2, the second Module would increase the Fail Rate by 3, and the third Module would increase it by 3 as well.

Contraption Module example:
Tinker level 5, Apprentice Level Contraption, one Module with a Fail Rate increase of 3, and two Modules with a Fail Rate Increase of 2
If the Contraption is used by an ally then...
The Initial Fail Rate of the Apprentice Contraptions is 0
Used by an ally so increased by 2
1st Module increases the Fail Rate by 3 (3+0) for a total of 5
2nd Module increases the Fail Rate by 3 (2+1) for a total of 8
3rd Module increases the Fail Rate by 3 (2+1) for a total of 11
The Tinker is 5th level so this lowers the Fail Rate by 3 for a total of 8
So if the Ally who is using this rolls anywhere from 1-7 the Contraption will Become Broken
If only the 1st and 2nd Modules were added it would have a Fail Rate of 5 making a roll from 1-4 to cause it to become broken.

Automaton Companion: Tinker’s often have few people to bounce idea off of, whether due to their complexity or their outlandishness. Thus the natural course for the Tinker is to design a companion, known as an Automaton. At 4th level the Tinker creates this automaton that is tiny size (increased to small at 10th level and medium at 17th level). It is considered a Construct and thus gets all the effects of being a Construct. The Automaton’s base HP is equal to 1/2 the Tinker’s HP (not counting HP gained from other class levels), and has a hardness of 5.
Its ability scores are Str 6 Dex 6 Int 18 Wis 12 Cha 5 (+3 to all except Wis and Cha at 10th and again at 17th level.) It gains all the BAB and Defense bonuses as the Tinker level dictates.
The Automaton has two modes, Armor Mode and Droid Mode.
In Armor Mode the Automaton attaches itself to the Tinker, giving the Tinker +3 AC, +1 to all Defenses, +1 CMD. (Each of the Bonues are doubled at 10th level, and tripled at 17th level.) The Automaton also allows the Tinker the ability to use Disarm, Sunder, or Trip as a Swift Action. In Addition the Fail Rate of all Contraptions the Tinker is using are lowered by 1 (increased to 2 at 10th level and 3 at 17th level.)
In Droid Mode the Automaton is able to act and move around as dictated by the Tinker’s verbal commands. They are able to relay messages, take on complex tasks, and perform Skill checks. They have the same skill levels as the Tinker (excluding ability modifiers). It also has the Skills All-Around Vision, Attach (No Damage), and DR 2 (increased to 4 at 10th level and 6 at 17th level). It is unable to use weapons until 10th Level. At level 10 it gains the ability to detach its core from its body, reducing it to tiny size (it must return to its body to regain its size, or a new body must be constructed over a week’s time.) At 10th level it gains one Natural attack of the Tinker’s choosing, and one of the following skills (Amphibious, Flight, or Earth Glide) At 17th level it chooses a 2nd Natural attack and a 2nd skill.

Starting town: Omnisha (Permata Controlled)
On the edge of Permata's territory lies the town of Omnisha. Every 5 years this town holds a festival to commemorate the redrawing of territorial lines in the Warlands. Champions from each of the Island's factions come to compete in Olympic-style competitions to test their skills and prove their supremacy. Merchants from all over come to sell their wares, weather they be Food Vendors or Guildleaders. The event lasts a month and allows for all kinds of travelers to partake of the festivities.

Each of you should provide some reason (however simple or complex you like) for why your character finds themselves at this event. It is the 3rd day of the event, enough time for festivities to start, but not in full swing. If you have questions about factions, the festival, or anything else let me know.


Kpatrol88 wrote:


Which leads me to a question I should have asked earlier about the setting: guns? And if yes, what level of availability are they at?

Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Craft Firearms feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.

(direct quote from paizo)


Over the next couple weeks I will be posting less and less until finals are over at my school, at which point I will post all the information on the campaign specific information (Tinker, Elf-Orc, etc.) and start messaging people to confirm interest. Next post might be a week from now so I'll answer a few more questions and wish you all a happy thanksgiving :)

@Don Jon Dux thank you for grouping people together so nicely. I will confirm that its correct but it looks good from a cursory glance. Also hes normaly Kitsune are barred from Divine classes, however they do have the Change Shape ability *wink wink*.

@Klokk Warforged have more of a neutral humanoid appearance to them, not much leaning toward any one race (and the Minotaurs simple do the bulk of the labor but they aren't the only ones that input on the design). This neutral look is designed because of the varying races in the city where the Warforged are primarily used.

@Harry There is one post that has some more information on the Elf-Orcs, it pertains to the Northern region which is Elf/Orc controlled.


GM Capt Wombat wrote:


He would be from the The Northern region
consists of heavy forests, controlled by an honor driven warrior faction. They seek death through battle, and view the concerns of other factions as petty and unimportant.

That Northen faction is actualy the Elf-Orc nation, they have a culture, while not exclusionary, requires great dedication to be accepted in, as they are raised from birth with a set of very strict ideals. I wouldn't be opposed to a Minotaur who proved his worth amounst the populous if thats what you want, but it wouldn't be his homeland. Note that the Northern region is the only one with this race exclusive quality. On another note there are honor-driven tribes in the Western region. This however may be mute as it seems you've decided on a Cleric.

GM Capt Wombat wrote:


Just wanted to know, as Minotaurs are CR4 who
how will you be setting them up as a PC race.

A portion of the Minotaurs find themselves in the silver district of the main city (more information later) working as smiths to contruct the Warforged that keep the peace in the city. However they are a minority group within the city, thus those seeking a voice choose to join the city's military(lacking any strong political leaders) or leave the city entirely for the war-consumed lands of the West.

GM Capt Wombat wrote:
Gods wise can I make my own or do you have a ref GM

I have no setup for gods yet so go ahead and make your own if you'd like.


Simple answer: Yes
Long answer: Still a work in progress, the Tinker will not depend solely on 1 skill so a spread is better, but its not as spread as a Bard. I'm also working on fine tuning it, so I don't have a complete answer, I will let you know more soon.


StephNyan wrote:

If I choose to roll dice, will that mean the first dice roll is tied to the first stat, etc?
Or do I get to assign the various dice rolls to the various stats?

You get to assign the dice rolls as you see fit, rolling dice is lucky enough as it is xD

drayen wrote:


I am interested in playing a lycanthrope. Would you consider a jackalwere a lycanthrope for the purposes of your game?

Yes thats fine

Don Jon Dux wrote:


If there's an existing class that uses similar mechanics (e.g. the same key ability, hit dice, general structure) I'll go ahead and build a "framework" for this PC so when more information's available I can quickly plug in the specifics and be ready to go.

The closest approximation to another class I could give you would be the bard. They share HD and # of skills, and fill a similar role (though in a vastly different way). Where the bard supports the team as a whole through performances, the Tinker is best used to augment the capabilities of 1 or 2 team members (including themselves). They do have a lot of the controller aspects which bards enjoy allowing them to disrupt their enemies with Contraptions. The Tinker also benefits from proper planning, and are less optimal in fights they didn't/couldn't prepare for.


MPCampbell wrote:
I'd like to know what the cultures of each area are like. Are the European? Middle Eastern? Tropical? Once I have that information I could look at making a character.

Each of the regions in the OP have different feel to them (and thus why I divided them up in this fashion) I could give parallels for the cultures from other works of fiction, but I doubt it would be very helpful unless you know of the parallels. In terms of biomes and climate, South is desert, East is humid oceanfront and mountainous in parts, Mid-East and West is Grasslands with many hills, North is rain forest. (You will be starting in the campaign in the East area)

Feel free to ask specific questions so I can narrow down what exactly you wish to know.

Kpatrol88 wrote:

I'm personally curious with the warforged race, would you happen to have an idea on how you'll be doing to their stats/conversion?

Hope to hear more details from you soon. Count me in.

Another work in progress to be posted with the other info.

Walter Lindie wrote:
I will be building a Barbarian Minotaur with the race from herehere check it and tell me if that's ok.

Looks fine, only change is that +4 STR +4 CON -2 DEX -2 CHA -2 INT (it didn't have the -2 INT before)


Loving the Interest, alright so I'll answer a few questions you guys asked and go over a couple other things.

As said before I plan to start this around Dec 15th. I'll be able to post a reasonable 3-4 times a day on most days. I understand everyone has time constraints but if the other players are ready to progress and you haven't posted in a few days I may take an action for your character. Let me know if you need to drop, that's not a problem at all.

For those who would like to be included, I will make a note of your rolls. To start I will take the first 5 people who posted and make a campaign starting with them, if I feel I can support another group I will take the next set of 5, etc etc.

As noted above the world allows for a far amount of diversity in terms of your class/race. This is to test which elements fit into the world and which can be taken out so I encourage you to try whatever weird combination you see fit.

As far as the Tinker is concerned I am still working on the fine tuning of it, which should be done a good week before the campaign starts. To give a basic idea of the mechanics of Tinker here is a brief description:

To see things as they should be, not as they are, requires great insight. Few can take the simple and make it complex. To the Tinkers this skill is a necessity.
Day and night they toil in their workshops, constructing new inventions, designing vaster blueprints, and even creating life from the coldness of steel. They do this because they work to perfect what they know is an imperfect world. They are the makers, and with their calloused hands they grasp that which is unobtainable.

The Tinker uses his skills to create Contraptions, devices which can be used to assist both the Tinker and their allies. Some Tinkers choose to focus on what they have learned and apply it to their inventions. Most however choose to look forward thereby achieving great successes....and disastrous failure. (Basically: As you level you gain knowledge of new types of Contraptions and Contraption blueprints, however if you choose to create Contraptions outside your knowledge you may do so, but risk failure. How much of a failure depends on how risky you choose to be.)

I also plan to post a more detailed description of the factions, their relationships, and where you guys stand in the world, this may effect character choices. When I post the information about the Tinker I will also post the Elf-Orc information and the faction info.

I will stay in touch as things progress and expect to get a message from me around the 10th of December. Feel free to post any questions you have about the world and I would be happy to answer.


1 person marked this as a favorite.

I have been working on my own Pathfinder Scenario, given my own world with its own groups and factions. I am looking for a group of adventures who would be interested in helping me flesh out this world a bit, fill it with interesting NPCs, scenarios, encounters etc. Much of this run will be experimental and not as well crafted as some campaigns. I would plan to test-run this campaign starting around Dec 15th.

As a GM I favor RPing with a decent amount of encounters that flow with the setting and try to more story driven then random. (I've played too many campaigns where I was suddenly attack by Random Monster 17, even though random Monster 17 didn't fit with the area or have to do with the current job/quest)

Races to choose:
Core Races, Orc, Minotaur, Warforged, Kitsune, Lycanthrope, Elf-Orc (more details on this one later)

Classes:
Those available on the Paizo site, Tinker (more details on this one later, will be one of the things that needs play-testing and appropriate balancing) Any Divine Class will have limitations on race selection (more details later as well)

Stats:
Either 25 point buy or 6 sets of 4d6 dropping lowest dice.

World Details:
The setting is a small island country isolated from any other civilization.

The Northern region consists of heavy forests, controlled by an honor driven warrior faction. They seek death through battle, and view the concerns of other factions as petty and unimportant.

The Southern region mostly consists of an expansive desert known as the Deadlands. The weather is smoldering, reaching over 150 degrees in some places. The animals which inhabit the region are hunters by nature and kill on site. But the area truly gets its name from the inhabitants, for only the truly desperate and cutthroat would find comfort in this region.

The Central-Easterner and Westerner regions contain mostly war-torn plains and grasslands. Factions are at constant war for territory and supremacy. Several prominent factions find their home amongst the carnage, glory, and even profit that comes with war.

On the edge of the island, on the far East coast holds the Country's largest city, Permata. While the other regions are filled with blood and death, the city remains a place of safety, peace, and knowledge.

More details are to come, This is only an interest check so let me know how interested you guys would be.


Is this a pathfinder campaign modded for Warcraft? If so I would be very much interested, would prefer Horde but I like the Alliance too so I would be happy either way

Please let me know if recruitment is still on-going and if I am correct in my earlier assumption.


Still room?


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Hey guys, sorry about this but I dont think i can play the rpg anymore, life is pretty hectic right now sorry :(

Here is my character sheet if you want to use my character
http://www.myth-weavers.com/sheetview.php?sheetid=586854

and here is the info on Moon-Moon:

Spoiler:
Wolf’s tricks
1) Attack
2) Down
3) Come
4) Flank
5) Heel
6) Hunt
7) Track
Wolf Skills
1) Perception
2) Survival
Wolf Feats
1) Dodge
2) mobility

Starting Statistics

Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

I had planned to up my Con as well as Moon-Moon's Con at the next available time

Also had planned to take a 1 barbarian level at level 4 for the Rage and fast movement class abilities

Sorry to see you guys go, I had alot of fun but sadly don't have time to post reliably enough :(


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Thanks Stonz, that gnoll had a mighty good arm, though his neck didn't seem as strong HAHAHAHA


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

People keep changing!! Change is scary!!


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Aoi moves near the enemies to try and achieve a position to surround the enemy, he instructs Moon-Moon to follow along.

Moon-Moon liih handle animal: heel, free action
Aoi then moves defensively (total defensive. +4 AC, standard action) to the left of the enemy Gnolls along with Moon-moon (move action, moving diagonally up left, then up, then up left, then up with moon-moon 1 space below me,

Moon-moon has dodge and mobility so +1 AC, +4 AC against AoO

Once positioned Aoi orders Moon-Moon to attack gnoll 2

Moon-moon attaqk Handle Animal: attack, free action)


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

I Have RETURNED!!!

Anime Expo was fun :D, Seems we are getting attacked o.o


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

lol


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Sorry I havnt been posting alot lately, been busy I should be more free by the end of this week and posint more frequently,

Other then slime attack, magic candle selling and 2 of our party members almost dying have I not noticed anything important?


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

You heard me...errrr, read me :P


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

My level 4 plan is ridiculous hehehehehehe


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Well we don't need more then 1 candle so lets send some people to sell the rest


Cool, thanks guys :)


If you have a reach weapon in 1 hand (a whip) and another weapon in another hand (dagger) and someone from 2 squares away moves 1 square toward you, do you get an Attack of Opportunity?
(this is assuming they don't take a 5-foot step)
.

M= me
E= enemy
{}= space

Start:
M {} E

End:
M E {}

Similarly If you only have a reach weapon do you get the attack of opportunity?


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

50....50 gold candles?!?!?!? what do they do?!??!


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Or nonalcoholic beer! ^.^


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

To be fair Stonz

a) I have a deficiency in stealth
b) I havn't lost any health :D
I could try to trapfind buuuuutt eeeeeeehhh not so good wit that :P


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

I think its a type of drink, I'm pretty sure


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

lol just a flesh wound


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

I want it put on the record that I have yet to lose any HP


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Lol


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

1d10 + 2 ⇒ (1) + 2 = 3

uuuuuuuh reroll on 1 right? :D

1d10 + 2 ⇒ (3) + 2 = 5

...sigh


Lets say you rolled a 20, and now your rolling for confirmation on the critical

Lets then say that you rolled a 20 on the confirmation, do you then roll another confirmation to see if its a double critical???

(I once played with a GM that house ruled this as yes simply due to the implausibility of the event, and epicness, but I'd like some actual ruling)


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

I sure know how to make an entrance O.O


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

sorry wasnt at home for a couple days
Aoi takes out his glaive guisarme [move action]
And swings ferociously at the slime at the slime from his reach range [standard action]

attack roll 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
Damage roll 1d10 + 6 + 1 ⇒ (10) + 6 + 1 = 17
well s.hit


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Ah for the love of hell...
Initiative: 1d20 ⇒ 19
Aid Another Grapple 1d20 + 5 ⇒ (4) + 5 = 9


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Yes! Let us explore!
.....where are the others, my grandma woulda been here by now.

Aoi crosses his arms as Moon-Moon rounds the corner


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Aoi is eating some breakfast and chatting up the other inn customers when suddenly he hears an Epic Battle Cry!!! . He quickly drinks his coffee and runs down the hall.


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Puts his arm around Min

HAHA This man knows what we need! Waglinde! If you wouldn't mind a triumphant song of drinks, wenches and good friends!

And more Mead!!!

Knocks his tankard on the table like a javel of decree.


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Min you look suddenly more rouge like and less fighter-y Almost as if you would be a god in another plane

*knocks on fourth wall*
Then Min shifts back to his former self

Huh, musta been my imagination

I assume we are eating at a table by this point

Aoi grabs a hefty piece of BBQ tentacle and rips a piece off for Moon-Moon.

She sniffs it, grabs it and goes off to eat in private.

Aoi takes a big bite and then starts talking while eating

MMmm der es shum grd crookin'! *gulp* So as Wagalinde was sayin' we fought a lot of danger in your basement. Passageways that go fer miles. Spiders in the gallons *takes a bit* Arnd drees brig tentercrle treengs *points to the tentacle then swallos his food*. All en all I'm havin' fun. *chugs down his cup of mead* MORE MEAD IF YA DON'T MIND! *bangs his cup on the table*


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Dinner! C'mon we'll tell ya all about it over a good meal


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Not what I'd expect from a basement. Sorry we couldn't fix it but here

Hands Gil a whole tentacle of the beast.

Fry that sucker up for us, I'm hungry and Moon-Moon don't eat nothin' raw


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

Sounds like a good idea ta me
Goes up to Sputnikk
Hey lil man, are those squidey things good ta' eat?