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Walter Lindie's page

Organized Play Member. 232 posts (1,325 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 24 aliases.


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Literally the opposite.
sigh trying again
Wis: 10 + 2d4 ⇒ 10 + (4, 2) = 16
Int: 10 + 2d4 ⇒ 10 + (4, 4) = 18
Con: 10 + 1d4 ⇒ 10 + (2) = 12
Dex: 10 + 1d4 ⇒ 10 + (2) = 12
Cha: 14 - 1d6 ⇒ 14 - (4) = 10
STR: 14 - 1d6 ⇒ 14 - (3) = 11
Ahh the old 32 point buy a staple of pathfinger rng.
Because it would be disgusting if I added to these numbers (looking at you Samsarans)and the general misfit races I am gonna try a hobgoblin Thurge. Unless this game isn't going to thurge levels then just a really smart cleric.

The Exchange

Wis: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Int: 10 + 2d4 ⇒ 10 + (2, 1) = 13
Con: 10 + 1d4 ⇒ 10 + (3) = 13
Dex: 10 + 1d4 ⇒ 10 + (1) = 11
Cha: 14 - 1d6 ⇒ 14 - (2) = 12
STR: 14 - 1d6 ⇒ 14 - (5) = 9
Please RNG give me a theurge roll

The Exchange

Well darn I have a game then have fun

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What sunday are you starting? I have a bi-weekly sunday game so I want to know if I can play.

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Have you tried the Atlas Games Forum.
http://forum.atlas-games.com/viewforum.php?f=36&sid=071a3df241d8b594d7e becdc7339bf8e

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On a just realized side note this Saturday is one that I will be working.

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Withdrawing my desire to ply play by posts has waned.

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Sort of, I work almost every other Saturday 9-5 so i would miss like every other game. Earliest I could manage those days is 6:30 est.

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If you want to balance out crits I have had Gm make it so your next attack did half damage and another who put cumulative -2's on attacks vs that particular creature. Getting ones was rare enough that keeping track of it wasn't a pain.

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The phone stuffs fine and occasional funny I have had GMs type about Mysterious cloaked strangers who "stick at a fart table" letting the shadows surround them.

To your question I like rp a bit more than combat. But tend to like a decent challenging fight at least once every two games in the early levels. High level I start to like fighting less because it starts to take hours per fight.

I am leaning toward a redeemed monster following your reskin rules from the Brotherhood of Redemption seeking out to help his fellows.

Oh right two things I don't really like are rolling hp and crit success-fail tables.

The Exchange

On the possibility it will be allowed here is the reroll.
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (3, 4, 6, 3) = 16
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (5, 1, 3, 1) = 10
4d6 ⇒ (2, 1, 1, 4) = 8
4d6 ⇒ (1, 6, 3, 3) = 13

Original roll
9 -1
10 +0
7 -2
6 -2
15 +2
16 +3
+0 overall
18 13 6 9 7 12

Withdrawing cause the dice gods hate me.

The Exchange

Hey this is a town that could legitimately stop high level adventures from robbing stores. That means its near stuff and dangers people that strong can deal with and prosper from. I will be a little metagamey in if someone rolls a knowledge and you say you get no information, I am running away.

Quick questions on Traits/Drawbacks, Mundane/Magical crafting and leadership. Pretty sure it would be 2/no/maybe/no/no and I am fine with that but no point in not asking.

The Exchange

As someone who missed out on the early days of tabletop playing home games of earlier editions sounds great. I am reading the guide now and feel like it would be a blast to play in I can imagine casting that web spell and having to humbly apologize to the various inconvenienced citizens as they shout and curse rather than run away. I have d20pro from a different homebrew game. On Saturdays I would be available every other Saturday 6:30pm est earliest 7pm would be best. I would be free all day the other Saturdays. Though in favor of honesty if it does look like I am about to die I will ask for 5 minutes to go over my character sheet looking for that one forgotten bonus that will save me.

The Exchange

I will see if i can roll up a front liner.
4d6 ⇒ (2, 1, 5, 2) = 10
4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (1, 2, 1, 4) = 8
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (4, 5, 1, 6) = 16
4d6 ⇒ (1, 5, 5, 6) = 17
wow 9 10 7 6 15 16 that looks like a +0 over all reroll?

The Exchange

Oh man a world where I can have healing spells and not have to deal with all the subsequent complaining over healing. Count me in.

World Weariness?:
Quick question how would alchemy (not potions) and Heal skill checks healing connect with World Weariness.

Class wise I would go with Bourous Redvein a Drecna Oracle or Witch.

Backstory:
Bourous Redvein was thankful to be born as a mighty Utenvar Drecna. Born on a border town split by the countries within. (I am thinking of it as dead center on a map where all three kinds or Dracna live) Weaned on the brave tales of his forebearers it took many years before he realized the glory of the past no longer shone on the Utenvar. In the lands his people ruled totally (The lands around the fortress)they held absolute authority. But the town he lived in as a child the other Drecna of the city still treated him and his poorly. Over time He grew older but not as strong as the rest of his people no matter how hard he trained with his families old (Traditional Drecna weapon?) He turned to the arcane and divine arts to bolster his strength (side note how do the Drecna see magic) He eventually gained a position as an acolyte of Arrosh. This did not aid his streanth as divine magics never meshed with his abilities. Eventually he stepped on darker paths (need to talk with you about that more) And the powers awoke in him even and his body weakened further. Searching ancient tales records he became obsessed with the stories of Keldradt and the endless vitality the land possessed he began to dream of seizing it for himself. Spending all his meager wealth he set out and just barely made it before finding his coin runout. He needed to find work while direct fighting was difficult for him finding and working in a decent team would allow him the time he needed to slowly pull up the lands secrets.

That story took a darker turn than expected.

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selia has a ring of protection and clock of resistance I shortened it to rop +1 and cor +1 on the character sheet.

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Hope you feel better depression is a painful burden.

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The fact that it couldn't leave the room is the reason its cr is low enough to be added. We would have died if it had buffed up. Funny story my wizard in my other game dropped it with the wand of magic missle as well.

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the wand is caster lvl 1 so one missile. I am trying but failing to hit. Also unless it pulls out of the corner there is no flanking.

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Most creatures willhave a cl above the spell likes if not use hit dice plus casting stat

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Meh 50/50 especially with the summons popping up for some cover for the rest of us. According to the gm it should have some dr so that probably is closer to 40. If my smites hit it would be better.

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also since I remember how to solve this puzzle and most of the others i will be quiet during puzzle solving

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I will grab the bow and bastard sword have we agreed to spring for the scrolls?

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You are correct its +3

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Hello. This is my first pbp in a while so please forgive any issues.

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No the Barbarian-1/Fighter-1/Rogue-1/Cleric-1 would have a BAB of +3.5 rounded down to 3

(+1/ +1/ +3/4 +3/4)

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I believe that the reduction in your modifier would result in a lower modifier as the feat says

you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

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This should be in the PFS area.

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The problem is that the Core rule book FAQ contradicts itself here.

faq wrote:

Fighter: What feats can I retrain at level 4, 8, and so on?

Class entries in the Core Rulebook are written assuming that your character is single-classed (not multiclassed). The fighter's ability to retrain feats allows you to retrain one of your fighter bonus feats (gained at 1st level, 2nd level, 4th level, and so on). You can't use it to retrain feats (combat feats or otherwise) from any other source, such as your feats at level 1, 3, etc., your 1st-level human bonus feat, or bonus feats from other classes.

You may want to asterisk your fighter bonus feats on your character sheet so you can easily determine which you can retrain later.

posted Jun 18, 2013

Which says that you treat effects as if the class was singular.

and here
faq wrote:


Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.

General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)

posted October 2010

I don't know just pointing out the timing of the rulings.

The Exchange

No you can't

Faq

Cleave: Can I use this feat or Great Cleave to cleave to or from an image created by a mirror image spell?
No. If your initial attack hit the caster, you can’t cleave to an image as if it were an actual creature. If your initial attack hit an image, you failed to hit your intended target (the caster), and therefore can’t cleave. As you can’t specifically target an image (because you can’t tell the images from the actual caster), you likewise can’t aim for an image and try to cleave to another image.

posted February 2012

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Thanks.

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Very sorry about this but life has gotten in the way of my enjoyment of these games and I will need to withdraw from all my play by posts. So resnit and Giriandar are gone my apologies.

The Exchange

Late Night, Wealday, 2 Pharast, 4710
Day 2

Fren will cart the bodies to Potbelly's corpse and dig them graves spending the night praying and giving them a small funeral as promised.

First Light, Oathday, 3 Pharast, 4710
Day 3

perception: 1d20 + 9 ⇒ (6) + 9 = 15
sense motive: 1d20 + 8 ⇒ (6) + 8 = 14

Fren will accept breakfast with the others and the rations from Svetlana barely speaking to anyone. He will answer any questions as simply as possible while keeping his brow furred and mumbling to himself.

Could I have done more for those two. Should I have done more though they were given a choice and a chance at living. But we promised them a chance and they didn't take it.

These and similar thoughts chasing there way through his head.

Sorry about posting so slowly

The Exchange

Hello as much fun as this would be I have more work coming up and will have to pull out of this recruitment so I can focus on my current games I still will be able to play the in the World of Warcraft game.

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Hello as much fun as being clap trap would be I have more work coming up and will have to pull out of this recruitment so I can focus on my current games.

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Sticking with Clap-trap but changing to Artificer/Gunslinger Mechanist third party archetype. Please tell me if this is ok.

The Exchange

Hello Gm Wolf
5d6 ⇒ (1, 4, 3, 5, 3) = 16=12
5d6 ⇒ (1, 6, 1, 4, 6) = 18=16
5d6 ⇒ (2, 1, 2, 4, 2) = 11=8
5d6 ⇒ (6, 6, 3, 6, 3) = 24=18
5d6 ⇒ (5, 5, 2, 5, 2) = 19=15
5d6 ⇒ (4, 3, 2, 2, 5) = 16=12
5d6 ⇒ (6, 3, 2, 4, 2) = 17=13

18,16,15,13,12,12

Edit: Looked through the recruitment.

Str 13, Dex 15, Con 12, Int 16, Wis 18, Cha 12

So an Artificer/Cleric. Also can I play using Gobo Horde's idea of a CL4P-TP's adding a few Rp of things.

CL4P-TP's:

CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.

Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.

Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

_________________________________________________________

Favoured Class Options
Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue The rogue gains +1/6 of a new rogue talent.
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

.

Race Points: CL4P-TP

Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp +2 dex, +2 int, -2 str
Linguist: 1rp
Cornered Fury: 4rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 9rp

The Exchange

No one would believe you would have actually allowed a 41 Race point character in your campaign.

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I also need information on the Mechamage.

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Is this still open I would like to play a cleric but need to know if you have your own pantheon or should I just use the standard pathfinder ones.

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Rolling game hp
hp: 7d6 ⇒ (1, 2, 3, 5, 2, 1, 4) = 184,5
reroll
hp: 5d6 ⇒ (3, 2, 3, 3, 4) = 154
reroll
hp: 4d6 ⇒ (6, 3, 2, 3) = 146
reroll
hp: 3d6 ⇒ (4, 4, 3) = 114,4
reroll
hp: 1d6 ⇒ 2
reroll
hp: 1d6 ⇒ 66

The Exchange

If this is still open I would be interested in making a Nagaji oracle of life.

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Pulling out I don't think I can write that much at a time.

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Yeah, I don't feel like front lining so I will back out.

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I rolled in the other thread sorry. I was thinking of making a dervish dance paladin of Sarenrae. The hook is that he uses nets in his off hand to entangle. So three questions

1. Would the net rope count as a weapon when using dervish dance.

2. If I was holding the net would it be damaged under sundering rules ie. CMB vs CMD or could they just slash it.

3. If I am enlarged and holding the rope will it remain large size.

The Exchange

4d6 ⇒ (6, 6, 2, 3) = 1715
4d6 ⇒ (5, 2, 6, 5) = 1816
4d6 ⇒ (6, 4, 1, 3) = 1413
4d6 ⇒ (2, 2, 5, 5) = 1412
4d6 ⇒ (1, 1, 4, 4) = 109
4d6 ⇒ (5, 3, 2, 5) = 1513

The Exchange

So to the people who play does the dm allow item crafting.

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Only ever played pathfinder but I would be interested in rolling up a core fighter or rogue and playing some early games.

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