Dervish

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219 posts. Alias of andrew dockery.


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lamontius said wrote:
A first-time GM and young players? This has Beginner Box written all over it.

This +1...the beginner box is a good product especially for younger players. I bought it to introduce my son and his friend to TTRPGs (both 9 years old) worked wonders.


Well using my actual abilities id say somthing like

str-12
dex-16
con-12
int-11
wis-10
cha-10

and for class levels I was a solider and NCO for several years I think that earns me 2 warrior levels and 1 gunslinger level from training.

so warrior 2/gunslinger 1

but if i could be anything i wanted i would raise wis and be a cleric of sarenrae...really who dosent want to be able to heal wounds, disease, remove curses, and blast things with beams of concentrated sunlight (searing light) all while swinging a scimitar to good effect lol.


True Jeff.

For extra fun next time you hear one say the want the 10 commandments in schools ask if we should put them next to the 5 pillars of faith (or other symbol of another faith). lol


drejk said wrote:
his stance was yes to civil partnership but no to marriage because marriage "is sacred union" and what not.The final part of the discussion was him agreeing to mine opinion that he want to deny others freedom because of own delusions and him responding "let me keep my delusions".

Lol I really hate that arguement against same sex marriage. Its like they dont understand that theres a big difference between legal marriage and spiritual marriage. Just because a church dosent support it doesnt mean it shouldnt happen....I mean in the U.S. we seperate church and state (or at least we are supposed to).

Also its a giant waste of tax dollars spent argueing a point that really doesnt impact anyone that isnt directly affected by it, meaning if you like me are straight it dosent affect you in the slightest. Legalize it amd move on to other issues. [/rant]

Goblin Squad Member

"Pain and Suffering HITS you for 1!!"


Turin I like your system but just a question.

Is this your entire sytem for progression or do your PCs level normally and they can add the templates and additional feats as they want/need to?

*edit* disregard I missed the "General Rule of Thumb: a character/creature cannot lose a level when learning/gaining feats in this fashion nor than they go into "XP deficit spending" (unless the GM approves otherwise)." part

Either way still very cool I just thought it was more World of Darkness like.

Goblin Squad Member

@ Hobbun: If you want to try out a sandbox MMO prior to PFO I would suggest giving EVE online a try. Don't be intimidated by the learning curve.

Alot of the systems that they are talking about using in PFO are already in use there. I.E. real time based leveling/training and the player based economy.

Infact the more a hear the more it seems that PFO = EVE with a fantasy theme instead of a science fiction theme. Not that it is a bad thing.


actually you wouldnt need bullets early revolvers (U.S. civil war era) used shot. It was loaded in the cylinder with power (in a packet) and a primer was placed at the back for the hammer to strike. Though it would require percussion caps and im not sure if PF guns use those.

That being said to the OP: its your world and if you want there to be revolvers then by all means do it.


Yeah we had a lot of calls like that one haldir. Infact during the training they played a recording of a call where this lady thought that we were stealing her thoughts from the cable box.


When I worked help desk at a cable company it always astounded me how many people didn't know/understand that if you owe the company 300+ dollars they will cut your service.

Anyway, in the short time I worked there I had several funny calls. lets see heres a couple...

1. One lady stuck her router in a plastic bag to keep it "clean" and called once the bag melted to it and her internet went down.

2. I had to hand hold a guy trying to get into his email and when I told him to type his name i said "ok type S..." etc but on the first letter he says "it just keeps going sssssssssss." I then had to face palm and explain that he needed to press the keys once not hold them down.


D&D 3.0 <> 2000 <> 16


Isn't this already being done?

I'm pretty sure on d20pfsrd.com there is a link to a PFmodernSRD that seems to be a pathfinderization of d20 modern.


I always assume that backpacks and haversacks have a quick release strap. Like an army rucksack so whe you have contact you just pull the strap and the bag falls and you pick it up after.


Hackmaster 4th not only can you die on character creation but you could also end up a blind, deaf, and mute paraplegic with multiple personalities and daddy issues.

Also rot grubs (instadeath in 2 rounds at 20th level), Anthraxians ("look its a puppy, OH GOD IT BURNS!"), and carniverous sheep...every thing is designed to kill you.


I know that the drug trade is a big deal in Katapesh where it is legal (as is most anything else that dosent mess with trade). There is a complete rundown of a few diffrent drugs and their effects and prices in the Guide to Katapesh and throughout the Legacy of Fire AP.


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anything that is evil and is or resembles a human child...."Come play with us Danny..." shudders


Well at least if your upside down for whatever reason your potions wont fall out....


Note: I do not play PFS the the below applies to home games...

I personally don't think there are any roles that "must" be filled. There are a few that are nice to be filled but none that are required. At a home game hopfully your GM will design encounters that are challenging for the roles that you do have covered. Infact I alot of ways having a role not covered can make a party more intresting/fun. like not having a healer for example will force outside the box thinking and a completely diffrent approach to encounters.


Lucent wrote:
In your Ear: Instead of making an automatic critical hit as part of the "back of the head" power, you can instead whisper words of power in their ear and dominate them if they fail their will save treating them as a loyal war trained mount of INT 3 or less for a number of rounds equal to your mythic level. If you dismount the effect ends. Once a creature has been targeted by this power it is immune until the following day.

MASTERBLASTER!!! awesome.


.


When I tend to do similar to Josh above. I take mental notes of whats going on and even take it as far as to bring home encounters that I feel were run incorrectly and playtest them and see if I can make them better.

Meaning that if we walk through an encounter I attempt to see if I could run it better.

And I am always biting my tounge to keep from critiqueing the GM out loud. Or to keep from "rules lawyering".

But all in all I am enjoying playing for the first time since 3.0.


I once had my players create 3.5 characters before the session and began with the standard "you met ina tavern" beginning.

Once they had finished doing their role played introdutctions. I just said "And something being beating on the door."

Once they asked what door I was talking about I pointed to the door of the FLGS we were playing at and said "That one."

After all the blank stares / questioning looks subsided I got out my d20 modern books and had them roll for pregen characters I had made.

And thus began my d20 modern zombie apocalypse two off.

It was tons of fun the only gear they started with was what as in their out of game pockets. I think the first two zombies, which broke the door right after they chose characters, were killed using a combonation of broken glass and the fire estinguisher that was on the wall.


This may have already been said but heres what I do.

At the start of a session I have every player at the table give me a note card with their HP, AC, Perception, stealth, and any knowledges that they have.

Then if I end up having the historic artwork situation you talked about above I make the rolls and either give the player a note card with the info on it.

Similar with perception checks I roll them becuase if I ask for the rolls then the players at least will know to look for somthing. The same is true if they tell me if they are looking for something in particular because I dont want them to know that the rolled high or low. Basiclly preventing metagaming by removing the temptation. I also do this for stealth the character rolling the check always think hes hidden regardless of how good he rolls.

Also I do wait until a player states that he/she loots an enemy before give that player (and anyone else involved in the looting) a note card with any thing they have found on the enemy. I might roll a perception check if the enemy has something hidden on its person.


Well I am currently playing a battle oracle (with lame curse)

When I was making the character we used 4d6 reroll once and assign as you like so I ended up with pretty good stats.

Anyway, I had a pair of 16s to assign so I put them into cha and str then applied ny human racial +2 to cha.

But if I had it do agian i would definatly put the +2 into str. at least in the game im playing I find myself using my combat abilities alot more than I thought I would and spells strictly for buffs and post combat healing.

That being said I would say that the only time I would advise taking the cha over str would be if you are expecting a high RP low combat game. But even then a 14-16 cha should be enough.


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So in our last session we fought a young white dragon that was being grappled by our enlarged dwarven fighter...dont ask....anyway the other fighter moves to behind the dragon and this is dialog that followed.

GM: "are you going to attack into the grapple?"
Human fighter: "Are you kidding im going to cornhole me a white dragon with my flaming longsword."

I know a little low brow but it got alot of laughs from my group.


Flesh Golems would fit.


really there are only two problems you will run into.

You will have to change out some of the skills on the classed NPCs (as pathfinder combined a some of them)

though pathfinder updated most the monsters through the beauty of backwards compatibility you cna run them as listed (though you might need to add a CMB /CMD but that is pretty easy)

you would need the pathfinder core rule book and the beastiary for some of the encounters

each adventure path set of 6 books is entirely self contained so you can run them in any order


What I would do kind of depends on how experianced the player was.

1. If he is a new player I would explain that characters die and sunders happen otherwise the game wouldn't be challenging. Then I would probally explain that he can get the sword repaired and heres how: (insert adventure hook here).

2. If he is a veteran player I would explain that as he should already know characters die and sunders happen otherwise the game wouldn't be challenging and that if he was expecting an easy adventure he came to the wrong table and should find another. And then if he decides to stay off him the repair sword adventure hook.


Most of the pathfinder modules and AP I have seen are already pretty stand alone (aside from the occasional monster requiring the beastiary to be opened or a skill that requires the CRB be opened).

So all you would really need to do is write a module and include stats for all of the monsters/NPCs and spell out all of the skills in a side bar. IE a sidebar description of the perception skill on a page where the perception skill is needed.

But that being said the idea still seems good for first time GMs and impromptu gaming sessions.


Male Human Cleric 3

Thanks for getting me involved in PbP gaming as well and thanks to the rest of the players, you all are some of the best RPers I've met in a long time.


Male Human Cleric 3

Abbas picks up one of the injured faerie dragons and looks it over to see if there is anything more he can do for it before turning to follow Quist. taking 10 on a heal check = 20 or 1d20 + 10 ⇒ (16) + 10 = 26


Male Human Cleric 3

Round 0:
Abbas will cast Spiritual Weapon targeting the hag. Attack 1d20 + 5 ⇒ (6) + 5 = 11 Damage 1d8 + 1 ⇒ (6) + 1 = 7


Male Human Cleric 3

Stealth the clerics favorite skill...lol

Stealth 1d20 ⇒ 7

Perception 1d20 + 3 ⇒ (9) + 3 = 12

Abbas slashes about through the underbrush with his scimitar trying to stay on the deer path as much as possiable "I never thought I would miss the bloody desert."


Male Human Cleric 3

Glad the thread didn't die. Sounds like I'm gettin' nekked

Worry not Quist. Assuming we have a minute I can get out of this armor. It is likely that we may need you friends to help us in this fight. But if you are capable of speech as a butterfly could you let me know when we near the ambush site so I can bless myself with some protection

If he says we can wait 1 minute Abbas will remove his armor and begin the flight. When Quist lets him know by speech or some other method (landing on his nose?) that we near the ambush site I will cast shield of faith on myself bringing AC up to a whopping 15


Male Human Cleric 3

Abbas will double move to DQ 154. If he runs into anything unseen he will announce it.


Male Human Cleric 3

round 5

actions:
abbas will move to DT 159 and ready an attack on anything that attacks him


Male Human Cleric 3

round 3

actions:
Move to DR 161 and cast bless allies get +1 atk and sv vs fear.


Male Human Cleric 3

Round 2:
SW attacks on its last round 1d20 + 5 ⇒ (2) + 5 = 7 damage 1d8 + 1 ⇒ (8) + 1 = 9

Abbas will move to DN 161 and ready an attack on anything that steps over the tree stump to the south didnt think standing on the stump with 2 pits next to it would be wise with a bad acrobatics skill


Male Human Cleric 3

sure character sheets are a dime a dozen..


Male Human Cleric 3

Round 1:

Abbas's spiritual weapon continues to attack its current target 1d20 + 5 ⇒ (7) + 5 = 12 Damage 1d6 + 1 ⇒ (3) + 1 = 4

Abbas will double move to DN 163


Male Human Cleric 3

Abbas, Surprise Round Actions:

Abbas will case spiritual weapon on square DP 162 and have it attack the woman next to it 1d20 + 5 ⇒ (20) + 5 = 25 Damage 1d8 + 1 ⇒ (6) + 1 = 7 crit confirm 1d20 + 5 ⇒ (5) + 5 = 10 extra damage 1d8 + 1 ⇒ (7) + 1 = 8


Male Human Cleric 3

I'll take fire, acid, electric


Male Human Cleric 3

I suppose I will take a position centrally located to everyone for channeling purposes. Unless you all think I should be nearer to Biter and Rath for prot. from evil but with the 3 min duration I don't know how effective that will be.


Male Human Cleric 3
Biter wrote:
"Biter is'ing to hear bad things about witches. Witches is'ing to steal a warrior's thoughts and make a warrior do the witch's bidding. Does Abbas, Gregor or Alexis having magic ot protect Biter from this?"

I will ask Sarenrae to give me a few blessings to ward off evil, but they do not last long no more then a few minutes. So I would need to be near to you to cast them on you as the witches approach. And I fear my lack of stealth might interfere with lady Alexis's plan

I will switch the 2x shield of faiths on my spell list to protection from evil at the next dawn.


Male Human Cleric 3

"Our new friend here said that the witch expects Pupa to be at the foot of the tree tomorrow at sunset. Perhaps we can use this to our advantage and set an ambush for her and her friends when they arrive. Though this could put Pupa in considerable danger acting as bait, hopfully once the fighting begins she can escape."

"Quist can you or any of your friends make us undetectable by sight or help us hide better"


Male Human Cleric 3

Round 2

actions:
Abbas will double move to EV 171


Male Human Cleric 3
Nazard wrote:
Up next: Rath, 3 Stirges, Tracant, Abbas

Round 1

Actions:
Abbas will move to EV 165 and attack the stirge with his scimitar. Attack:1d20 + 4 ⇒ (8) + 4 = 12 Damage 1d6 + 2 ⇒ (1) + 2 = 3


Male Human Cleric 3

Abbas will ready his weapon and whisper a prayer to Sarenrae (cast bless +1 atk and sv vs fear for the entire party).


Male Human Cleric 3

I'm going to be out of the loop for the next three days for some training NPC Abbas as needed. Cya when I get back.


Male Human Cleric 3

Abbas barely looks the chart over before giving his reply.

"I'm with you Lady Alexis, you have yet to lead us astray."

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