Swordpriest

Will Pratt's page

Organized Play Member. 266 posts (401 including aliases). No reviews. No lists. No wishlists. 13 aliases.



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Hello all I've been trying to be in an online game for a while now but because of my schedule ROll20 hasn't worked out and of the 3-5 play by posts I've been in they have all dropped of quickly because of the DM or some other reason so I'm creating my own Play by Post and it's going to be very high power.

expectations:
I'm expecting people to post at least every other day daily is better but life does happen. If you miss 3 days I'll send you a message to see what's up if you don't respond within 2 days of that you will be dropped. If you respond and you have a legitimate reason I can work with you if it happens often though you will be dropped. If something is going to come up in your life and you send out a mass message to us I can work around you.

I will let you all know now when exams start up I will let you all know a week beforehand that my posting rate will drop off a little, but I will come back as soon as they end. My goal is to never go more than 3 days during exams without posting otherwise I will probably be posting every day

characer creation:

3PP- No 3PP of any kind are going to be allowed

Technology- No tech of any kind is allowed no guns either I'm not a fan of them at all.

Gestalt- If you don't know how gestalt works the skinny of it is you level up in two different classes at the same time. You will be leveling up on two bilateral lines that don't intersect. if you ave any questions look here http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm or contact me

Classes- All classes except for the gunslinger and the summoner are legal in this game.

Race- All Pathfinder races from the core and featured races are allowed I may allow other races just ask the worst I can do is say no. No races with more than 15RP will be allowed unless there is a significant drawback to them and/or they are in the core or featured races section.

Stats-30 point buy no score can go below an 8. If you dump all of your stats that's fine but please play him correctly don't have someone with a cha of 8 and no ranks in diplomacy be an eloquent speaker he won't be one he'll be very blunt.

Gold-300 starting gold for everyone

Traits-2 traits one has to be a campaign trait while you won't be required to pick one that goes with your mythic path it is recommended.

HD-Max at first level and then you will roll each level after that 1s are re-rolls and once in your career you may re-roll any 1 roll for HP. you must take the second result even if it's worse. If you change your PC and have already used your re-roll for HP tough luck it's been used.

Hero Points- I may give you hero points later in the game I"m not sure yet if I will, though. If you want to use them on any of the standard uses you may. If I give them to you though I will be pretty liberal in what they let you do since you'll be both gestalt and Mythic you should be able to break the rules a little with them no hero point feats will be allowed and if they are given out they will be very rare at most you would get 6 in your career if not less.

Fluff- The better your fluff is the better your chances are don't expect to be chosen with I hit stuff with a sword because it's fun.

Mythic- You don't start out mythic you will become mythic when you do

Leveling- I won't be handing out EXP I'll be letting you know when you level up it will be based on when you normally would level up in the book. When you level up mythic or otherwise you will be given 2 additional days to make your next post and have your PC updated because it can take a while to do that while gestalt that is you will have 4 days after you level to make a post any later and refer to the above.

Changes:
The game will be run with the same story as usual but because you all will be very powerful and this game is known for being underpowered once you hit mythic rank 3 I will be changing almost every stat block in the game and expect encounters to be slightly different that what is normally in the game. The first couple of fights will be the same and they will gradually change as I get a better grip on your parties strengths and weaknesses. If I overestimate your party's power level I will on the fly reduce my monster's stats so if you're playing and all of the sudden you start hitting when you roll an 11 but before you needed to have a 15 that's because I overestimated you all. That being said if I underestimate you all I am liable to increase the enemies starts as well assuming it's an important fight.

I don't think this will happen often though because I"m usually pretty good at keeping things balanced

I will, however, do open rolls for the entire game so if mods start to get lower or higher this is why if you have a question as to why let me know, but this will be the answer

about my play style:
The game will be played with enemies that act according to their mods so someone with an int of 6-10 probably won't be going after your caster someone with more than that might know to hit the squishy guy first it will be challenging fights, but they won't be made to kill you just to make you work and think about your actions before you do them I think this is more entertaining than having the same fight over and over again.

Fights will be done using a free-form style of gameplay where I will provide a map and we will just move in to attack I will give you distances and the like and you'll act accordingly. I will provide a map of where you are, but it will not be used as a grid.

I like fluff I think it's very important and I will do my best to provide as much for you all as I can if you ask I will try to answer you unless it will mess up the plot.

I think that covers everything that I need to if you have any questions let me know and I will answer them applications will close Nov. 3rd 11:59 PST

You may submit your character on here or through a myth-weaver sheet.


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It's the same ability with the same progression so I was wondering if the Brawler's unarmed strike damage would stack with a Monk's unarmed strike damage so that a lv2 Monk/lv2 Brawler would have 1d8 Unarmed strike damage rather than 1d6 which is what a lv2 Monk or a lv2 Brawler would have as their damage.


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How do you command the summoned during the time stop? Do you tell him after time resumes? I hope he's immune to death effects and or gets a nat 20. And just as a reminder you can't target him before time resumes you seem to have forgotten that earlier with your greater heroism post.


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I'm going to point out a few things. So you're fighting Cthulhu and you drop 600 pieces of paper with exploding runes on them and since both you and Cthulu are in the air they fall so he's out of your range, second the exploding runes only have a 50% chance of hitting him unless of course they have true seeing...


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I would just like to say how much I love the flame wars in this site.I swear I could make a post saying "I like fluffy bunnies" and it'd devolve into the same crap.

I posted this question because the DM of my game and I were talking about Cthulhu and this question came up. It somehow changed from I have this rules question I'd like to confirm for my DM to Wizards are gods because I say so and I can cheese the game.

To the first handful of people who answered the question thankyou I appreciate it :).


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I was recently thumbing through the "Blood of the Moon" book and found a way to get 5 natural attacks by 2nd level.

If you are a Wereboar-kin when you transform you have one of a handful of abilities you can choose to have affect you. The two we are going to focus on are:

1) Gore attack that deals 1d6 points of damage

2) 2 hoof attacks that each deal 1d4 points of damage.

When you transform you can only choose one of your abilities to affect you unless you spend a feat then you can get a 2nd ability.

So I spend my first feat so that when I transform I can have 3 natural attacks.

Then my first two levels are as a ranger. I choose to take the Natural Weapon combat style so that I can get the Aspect of the Beast feat. I choose to get 2 primary claw attacks from the feat. At 2nd level I can get 5 attacks a round.

Does anyone else find this ridiculous?


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If I have 2 primary claw attacks and a primary bite attack can I make an attack with all 3 in one round? I looked at Natural Attacks on the PRD and saw nothing saying one way or the other.


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Is it guns everywhere setting? If yes you take one level of gunslinger choose pistol for "Gun Training" (or musket but pistol is better see Two-Weapon fighting) and take the rest in fighter the only problem is you go from a feat every level to 2 feats every other level.

If it's not guns everywhere you take 5 levels of gunslinger and 15 levels of fighter for "Gun Training" see above.

Now that you can add your dex damage to your pistol you spend all of those beautiful extra feats from fighter you spend them on two-weapon fighter feats and on ranged weapons feats.

I recently played in a game where at 5th level I had a +2 belt of dex, a +1 pistol and a mwk pistol with a base dex of 18 +2 Race as well. I had a 22dex.

I was doing up to 3 attacks a round (two-weapon fighting and rapid shot) doing +9/+9/+9 dealing 1d8+7/1d8+7/1d8+6 with a X4 multiplier on a crit (only a 5% chance but still). If I was in 30ft I got a +1 to all of those from point-blank shot. With weapon cords I can do the following with 3 free actions every round: full attack drop one reload (2 free actions) pick it up (swift) and still have a free action.

I'm doing an average (not including my point blank) of 33dmg a turn attacking touch AC within 100 feat (at 100ft I get a minus 8). When I would crit I would do about 42 damage between the three attacks (that was only with one crit).

I can add the two-weapon rend ability to my attacks in two level with two more attacks. At 7th level (1 gunslinger 6 fighter) I get improved two-weapon fighting and two-weapon rend. I can probably have both my pistols be +1 at this point.

I now will be doing +11/+11/+11/+11/+11 dealing 1d8+7 with each of them. That's 57dmg a round when I do a full round attack and hit (you usually hit with your attacks since you hit touch AC). If I hit with both my weapons I do an extra 1d10 +1.5 my Str modifier (Two-weapon rend doesn't specify you have to hit with a melee weapon).

At 9th level (1 gunslinger 8 fighter) I take the feat that lets me attack with my postol adjacent to you w/o provoking AOOs (I don't remember what it's called) and snap shot so I can use AOOs on you when you try to run from me. Did I mention I'm taking the two-weapon fighting Arch-Type? Because i can attack with both my weapons for that AOO.

The best part about a gunslinger is that the only stat I need is my dex. I don't need Str for damage, I'm long range so my Con isn't that important, Grit isn't that important so I only need a 14 or so Wis. Cha and Int can be sacked. I'll still get 2 skill points a level.

The Gunslinger's biggest problem is misfire. At low level when you don't have magic items you have a caster know mending so that you can fix it for a 0lv spell. The next thing I put on my gun is reliable I no longer have to worry about misfire.

I was asked to not run a gunslinger and made my DM admit that they are in fact broken about a week ago. I was attempting to break it in the first place to prove a point so I didn't have a problem dropping the PC.

That is why a gunslinger is broken you gets the extra attacks of a two-weapon fighter and a ranged fighter, you only need one ability score to be great and a few to be average like a wizard (not to mention that one ability has to do with your AC), and your attacks are all touch AC within 100ft (200ft at the cost of a feat).

If you're not in guns everywhere it may take a little longer to get both your guns but it's still very doable by 7th level.


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That's what I meant by the "If you have not started to take your turn that is you haven't decided what you're going to be doing and started to roll or tell the DM what he/she has to roll than your PC stumbles and loses his turn." part.


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We sometimes do what I call the "stumbling rule". What the stumbling rule is that you have 30seconds, a minute, a min and a half etc. Etc. To take your turn. If you have not started to take your turn that is you haven't decided what you're going to be doing and started to roll or tell the DM what he/she has to roll than your PC stumbles and loses his turn.

This makes casters learn their spells well so they know what they do so they don't have to look them up as often and if they do have too they will do so on someone else's turn. It also keeps everyone more involved since if they aren't paying attention than they end up losing their turn.

I usually make it so that the higher lv you are the more time you have to decide what you do because crunch wise you have more options as to what you can do with your PC and fluff wise your PC is more battle ready and experienced so he/she can see more possibilities in less time.
My time limit (if I use it) is lv 1-5 you have 30seconds otherwise you lose your turn, 6-10 you have 45seconds, 11-15 you have 1 minute so on and so forth.

Now I realize that this makes it harder to be a caster than a fighter since it scales with a full BAB but I believe that a caster should be doing home work and learn his spells because it is usually a caster that will muddy up combat. While I know that this is not always true sine I currently have a PC who is a full BAB who takes more time than the caster but traditionally it is the casters that slow things down.

And I also realize that the above makes it look like I don't like casters but really I love them my favorite classes to play usually but I can't stand when the PC doesn't do their prep work for one thing and slow down the game while I the DM have to do prep work for the entire game otherwise we can't play.

Luckily I don't really have to use the stumbling rule anymore since all my players have experience and they don't take that long to make their choices anymore.

I will also add this I don't use the stumbling rule when fighting a BBEG(big bad evil guy) as I feel you deserve more time in that situation to think things out. Although I won't give you a 30min turn either unless it really does matter what you do and the other players are helping you out with your turn since someone dies and you need to figure out how to breath of life them back or something like that.

How much time you give the PCs and how often(if at all) you use the "stumbling rule" is up to you and should be based off your group dynamics. And you should probably discuss it with your group before using it if you do since you might be seem as the a*+~+%* DM if they don't agree that combat is slow and that this might help speed things along.


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So I'm playing in a game and I want to buy a map of the continent a map of the "state" and of the city (sand point) so I went to the core and tried to find a price for maps but couldn't what is the price of maps or if they aren't priced what would you set them at? do you think that they should have a different price of should they have the same price? I've asked my DM what he wants to do but it's the first time he's running a game so we would like some feed back thankyou for the help :)