Male Half Orc Init +2, AC 16, HP 19/53(63), F+9(11) R+5 W+2(4)
Prehensile hair is a secondary natural attack, absolutely right. However Helga is right, due to the specific rule about creatures that have only a single natural attack.
From the natural attack entry on the paizo PRD
"If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls."
Now, if Helga attacked with a weapon, and then also made an strike with her hair it would default back to secondary (-5 to hit and half strength), or if she had another natural attack method and attacked with both to would go back to secondary.
|HP 80/80| |AC 22 T 13 FF 19| |Saves +1 vs. evil| |Fort +10 Ref +6 Will +8| |Init +5| |Perc +10| F Half-Orc Urban Barbarian 1 Scarred Witch Doctor 4
Hexes:
Cackle, Misfortune, Prehensile Hair
Thanks for backing me up with the clarification, Gordrun. I saw DM's post late last night but didn't have time to respond.
DM: This is my first time playing this type of character and I may have a different interpretation, or just plain not know of how a specific rule is applied. I have no problem clarifying info or changing my tactics in order to play in your sandbox. It's a fun sandbox.
Gotcha. I learn best as I go (through practical application) as my player "do things". It should all go smoothly once you all empty your bags of tricks.
...and glad to have you two on board. This is a group well-suited for what I have planned.
I forgot to update damage on last map. I'll get that up soonish.
To clarify... in the wide pit there is a ramp down dug into the earth, down to flat worked stone (20' below the surface). It appears to be the ceiling of a tunnel. There is a 10'x10' hole with a ladder at the base of the earthen ramp which leads down into the tunnel.(H-I,16-17)
Sunny - none of your options for a 5' step will allow you to cast freely. There is a 20' drop to your north and two northern diagonals.
You may attempt to cast defensively (as Gordrun said, for you a d20+7 roll vs DC17) to avoid provoking an AoO... whether or not you choose to take a 5' step.
I will post map without including your movement for now.
The orcs of the Blood God and the Iron God have invaded, and are setting up their occupation of Schulfjarn.
You have just freed the city officials and public leaders of West Schulfjarn who will be the core of the resistance.
There are underground ruins throughout this area. Potential allies and definite dangers in the tunnels, but eventually a way to sneak in to Schulfjarn with a viable retreat. I have most of this "plotted out" and have my tile-sets ready if you were to decide to go that way.
Above ground is also plotted out, I have a few locations mapped already, and I can easily flesh out others. So, if (as I thought you might) you are reluctant to go underground... no problem.
I say this because I want you to know that though I am vague about what you "should" do, I do not have a specific course plotted - and (I think) I am ready for whatever choice you make.
... and you have an aerial scout for planning strikes!
Male Half Orc Init +2, AC 16, HP 19/53(63), F+9(11) R+5 W+2(4)
Either plan sounds good to me. Gordrun is just confused about some of the stuff going on, so he doesn't have a specific opinion. I'll follow whatever Sunny decides.
I don't think my original plans will work in a pbp.
Complex conversations would be required, which would take little time in a face to face game, but when you are searching for a vested interest and understanding of what is going on...
I am going to simplify your objective.
I will to do some prep work, and restart on Monday from where we are - just outside of the underground settlement of Graulton.
So the big picture is that there will be a war in a set number of days within the game. I will use the mass combat rules to determine the outcome of the battle(s).
What your PCs accomplish will hinder the enemy forces, and embolden the allied forces. (For example, Hrulshaga leading an army unit will grant hefty commander bonuses.)
That is why initially, I felt it didn't matter what specifically you did. As you would inadvertently foil some of the enemy forces' plans and maneuvers, you would learn more about what is going on and what they are fighting for. The more you would learn, the more efficient and effective you could become in your selection of offensive actions.
So now ... I think I will keep things fairly linear, and let the PCs decide if and when to go off the rails.
Regarding the duergar... Sunny would had to have charmed him in the morning again.
There are other duergar here in Graulton, so there is a path to a separation without violence.
His name is Klumfal.
The other thing... Anumil and Sunny are here... anyone else?
Announcement to both Lost Memories of Sorrow and (companion campaign) LMoS Quadrivium:
I need to pare down my games. I thought my old schedule would return and that I would have more time than I do.
So... no more homebrew campaign DMing for the foreseeable future.
What I would like to do, is merge the two groups and do a One-shot module. (Preferably one I have run in a face-to-face game before.)
There are a few which I think I could run well in a PBP for your current levels.
When we finish that, we could take it from there.
Whether you use your current character or make a new one is up to you. Just let me know your thoughts.
I will post a few paragraphs about what occurred with the events here so you have a continued background for your character. (So you won't have to "re-meet" each other, or have a hole in your history)
I actually have a module by Raging Swan that would work well here.
I am going to read through it again, but I'm pretty sure it would need no change in gameplay of this thread.
Varian and Corum could join you against the cultists, and segue into the module.
AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1
AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1
Having oral surgery tomorrow so might be a bit out of things... we'll see if I can post or not on whatever pain meds they give me, lol... I should be fine by saturday though.