GM-Foxy's Homebrew Land

Game Master Foxy Quickpaw

Abadon - Home of scheming misfits between groups struggling for power.

Maps


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Kitsune Game Master

There is a Humble Bundle throwing some Campaign Settings and dozens of Player Companion books (all 1e) at those interested for really small money.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Thanks! Last time I was alerted to that it was an awesome deal.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

I will probably get the bundle. You?

Gameplay here is getting interesting. Good job! It takes a while to flesh things out and to develop a good story line and make it work...there is the challenge.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

20+9=29


Kitsune Game Master

I bought the bundle already before telling you.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Awesome


Kitsune Game Master

@Arawyn
Rapier attack
+5 BAB +5 DEX +1WF +1WT?

That would net you +12 for fighting with one rapier.

Now fighting with two rapiers will net you -4 on both attacks according to the nice table 8-7 in the CRB.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

-2 to both. Sorry about that


Kitsune Game Master

If you don't have some special feats/abilities then wielding two weapons with the TWF feat is -4. Only if you take a light weapon in your off hand is that reduced to -2. But Rapier is no light weapon.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

And +1 to AC when full round attack


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |
Foxy Quickpaw wrote:
But Rapier is no light weapon.

That explains the shortsword being used previously. Switching to that for now. I must have found a way to do that? idk. Will review when time allows. Shortsword for now.


Kitsune Game Master

Your archetype reduces that penalty but it starts at level 11 iirc.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Yeah, my recollection as well. Must have had the other Arawyn in mind. I think 2 rapiers are still better than secondary shortsword just for the crit if nothing else. +8, +8 is not too shabby at L5.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

And just saw this at first glance
Twin Blades (Ex)

At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full-attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th.

This ability replaces weapon training 1.

Whew, all the sh#$$% to keep up with.


Kitsune Game Master

In this regard that two weapon warrior sucks. Because standard weapon training would give you the same bonus in all situations and it increases every four levels. It starts to become good at level 9 and skyrocket at 11.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |
Foxy Quickpaw wrote:
The cube shakes off the hook and comes out of its corner.

What's up with that?


Kitsune Game Master

Move action to get rid of the condition that is caused by the dirty trick.

Dirty Trick

Source: PZO1115.

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Entangled is not a condition like those expressly mentioned above and limited to.

Objection. The move does not break entanglement like the limited conditions caused by other dirty tricks.

You just reduced a third level spell to nothingness.


Kitsune Game Master

Sorry, but I don't see how you come to a different conclusion.

You cast the spell, that creates a chain of force that can do a dirty trick combat maneuver to blind or entangle. You do a dirty trick with it and try to entangle, which is in the list of things explicitly listed as the conditions to be applied with the dirty trick. And with that also the limitations of dirty trick apply.

Did I miss something?


Kitsune Game Master
Menan Variel wrote:
You just reduced a third level spell to nothingness.

No matter if the cube ignores the entangle, or shakes it off, it reduces its movement to half. That is not nothing.

And that doesn't even take into account that a gelatinous cube has the engulf ability, which would probably allow it to simply move through whatever tries to hold it.

Just because the spell isn't very useful against one monster doesn't reduce it to nothingness. For the ghost that you prepared it for, it would have ruined the action economy of the undead.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |
Foxy Quickpaw wrote:
No matter if the cube ignores the entangle, or shakes it off, it reduces its movement to half. That is not nothing.

So its speed is 1/2 atm?


Kitsune Game Master

It shook off the hook and moved 15ft with the remaining standard action. You'd have to trick it again to keep that going.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Agree with you on that ruling. Will take turns later as irl has me atm.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

We are now just 6 hours different. That is 6 in the morning and and six in the evening. Has not been an issue with one post per day....blah blah blah


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Dirty Tactics in humble bundle is all about Fae. Some good stuff in there.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Kitsune style is new to me.


Kitsune Game Master

I'm wondering what's going on in the other players' heads in Dead Roads. Meta game wise we could skip all of this and whack Mrs. Pedipalp over the head. As you gave it away in discussion that she is the evil one.

But so far not a single attempt to figure out what is really going on there. No detect evil, no sense motive, only Tally sticking with what Salighara said and the others are shrugging and would do what Mrs. Pedipalp suggests.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

I was wondering why no detect evil or sense motive as well. But, we still have lots to play with in this encounter.


Kitsune Game Master

A little heads up to avoid disappointments: You remember the hunt for the owlbear?

There are things going on in Abadon that have nothing to do with the player characters. From the players perspective Menan, Arawyn, FAerveren and Persephone might be important people in town. And they are, in comparison to the average commoner. But compared to Marinelli, Merileth, the high priest of Abadar, and maybe some other people that hadn't had their moment in the lights yet, the characters are not important at all.

My idea of this is, that we use what little influence we have to get some coin from it, and get into positions of influence.

The ghost of the duke is not in a position of power anymore. The only thing you have is a piece of paper that names a sum and people who are entitled to it.

Choose a side and play the big guys. Because they can play it as well without you.

Of course you could try to find some legal thing that makes you the rightful successor of your granddad's brother and screw them all over. But that will be the hard way.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

the legal thing was an early thought on that


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

None of the above is a surprise and is within my expectations and understanding of the place so far.


Kitsune Game Master

Are you using a RSS reader? Do you get notified about all my edits? Most of the time it's just nicer wordings, but the last post got some content changes and it would suck if you'd miss them.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

RSS just for notification. I do not read there. Reloaded the page and saw what I originally saw. Yeah, I edit like that as well.


Kitsune Game Master

That's it for me for today. Good night.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Will see your posts in the morning. Good job! That was quite enjoyable.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

irl has me for most of this day. A good thing, Will post this evening or late afternoon at best.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

The "lag" issue appears to be the fact that more than one server is involved in these posts. How their time is off and not synchronized for this amount of time is just...telling. In The Dead Roads. Igar posted and Pedipalp waited a minute or two before her post. She posted and it immediately went behind Igar's post and dated it three minutes in the past.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

And Dirty Harry carried a 357 magnum, not a 44.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

As GM, her Dirty Harry can carry whatever she wishes. Telemarketers deserve such.

If it is not a contact's number, no answer. Works like a charm.


Kitsune Game Master
Menan Variel wrote:
And Dirty Harry carried a 357 magnum, not a 44.

I didn't rewatch the movies, I just used some google-fu and found this:

Dirty Harry is the 1971 crime film that introduced the character of "Dirty Harry" Callahan to movie audiences. Clint Eastwood stars as SFPD Inspector Callahan, who is assigned to head up the investigation to catch a serial killer who calls himself "Scorpio" and who threatens to kill a citizen of the city each day until his ransom demands are met. Directed by Don Siegel, Dirty Harry was the first in the film franchise and introduced the now iconic .44 Magnum Smith & Wesson Model 29 to motion picture fans.

But just to be sure: I know what you're thinking. 'Did he fire six shots or only five?' Well, to tell the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world and would blow your head clean off, you better ask yourself one question: 'Do I feel lucky?' Well, do ya punk?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Apparently my memory is incorrect. Interesting. I was sure of that but is has been a long, long time.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

No detect evil, no detect magic, no sense motive, nothing. If the party dies, so be it earned.


Kitsune Game Master

Ok, detect magic would have also been my task.

That would be a very short character career for Valdis.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

That scene is about to get interesting.

Elsewhere...I am pleased with Samuel's build and potential. I have never played a wizard and have never played with one that had more than a slight clue. Looks like he will break that ice. His player is putting much time into Pathfinder atm. We will see.

Menan the Evoker is still a challenging build imo. I get the end game which is roll the dice, they take half damage and die. I am aware of the mechanics, just need to tweak that. It appears his strongest asset is turning out to be his Int and applying it in a detective/strategist sort of way. Gonna need a belt of charisma if that works out.

You caught the "relationship" humor. That was placed there intentionally and I would say the vast majority of people would have missed that.

And you posted as GM at 3:00 am your time. Whew.


Kitsune Game Master
Menan Variel wrote:
Foxy Quickpaw wrote:
I can save you that trip.
So you gave me what I was looking for on the current way things are arranged. Insert Duke Fallon. How did it operate then?

That is simply not in the library. Find someplace else to read up or ask around. I even have another option in mind that isn't pink eyes.


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

Built another party today. Playing around with a monk, magus, ranger, and oracle at level 1.

The monk is interestingly enough using a sansetsukon at +5 d10+6 (19-20) rather than his flurry at 5/5 d6+4.

Magus is new to me and should be quite fun. Combat casting defensively with a melee and spell attack. Daze is level 0. In the one encounter so far for this party the magus pulled off a melee hit and dazed the bad guy.

Ranger is guide archetype, ranged, and a companion as opposed to party bond that I usually do.

The oracle is why I clued you into this.She took Life as she is the healer for the group. Her curse is haunted. You mentioned trying not to pick a lame curse for a character of some sort that you were working or helping out on. I like that one better than lame.


Kitsune Game Master

So, how did you make the oracle useful for combat?


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

I didn't.

Str +1, Dex +1, Con +1, Int +0, Wis +0, Cha +5

AC is good but melee will not be her thing. She has some good buffs and debuffs at first level.

Monk and Magus up front, Ranger pounding from afar, Oracle buff/debuff, heal.


M Dusk Elf Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

RPG bot is a good source of information on specifics. I need to read that site front to back.

Here is their Oracle Handbook .


F Dusk Elf Two-weapon Warrior 5| HP: 39/39 | AC: 19 T: 16 FF: 13 | Fort: +5 | Ref: +6 | Will: +2 (+1 v fear) | Perc: +8 | Init: +11 |

This level 2 ranger spell could really be abused. Like getting through a locked door.

Allfood

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