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Products / Fantasy Craft / Re: Companion and Pathfinder feats.
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on: May 16, 2013, 06:37:35 PM
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Yeah, if someone else in the party was planning on taking Beastmaster, then yeah, those types are off-limits, to avoid diminishing his class abilities. If no-one's planning on being one, I'd be more open with the options.
But at the end of the day, Personal Lieutenant or Animal Partner, what matters is if the GM is satisfied with the relative power level of the NPC, and if it fits thematically with the campaign world (i.e. no clockwork horse in a world without clockwork). Everything else is negotiable.
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3
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Community / License to Improvise / Re: [New Pie] Coded Transmission Incomming
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on: May 14, 2013, 08:17:30 AM
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I'm guessing he was thinking more along the lines of a proper site, not a google document, set up along the lines of the various d20 srd's where every mechanical term (i.e. 'fervor') is linked back to a separate page detailing the relevant rules.
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4
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Community / Play-by-Post / Re: Terra Sanguinum [IC]
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on: May 13, 2013, 02:51:24 PM
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Thomas stops the giant and the party when they get reasonably close to the town. He doesn't know if the town has had the pleasure of meeting these giants yet, and if they haven't he'd like it to happen in more controlled circumstances.
"We'll be fine on our own from here; it's getting late and I assume you'll want to return to your own village as soon as possible. Here, a small gift of thanks for your excellent skills as a guide." Thomas rummages in his gear for a bit, and hands the giant the box containing a flint and striking stone. "My personal tinderbox. A bit small in your hands, perhaps, but it'll strike a spark nonetheless." He ponders something for a moment, before asking the giant one last question. "We'll be visiting your village again I'm sure, sometime in the near future. Not all of us may come, and likely others from our village will want to come as well. Is there a traditional way for strangers to approach your village that shows they've got friendly intentions?"
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Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread)
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on: May 12, 2013, 03:06:46 PM
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Rampart continue to rain blow upon powerful blow down upon the hapless frog, which is really beginning to look like it's taking a beating. ----- The chilling gust of wind from Drin's spell leaves a thin patch of hard rime on the frog's side, but it doesn't appear to have taken much notice of it as it keeps trying to subdue the frantically struggling Aiden. Save from Polar Ray, 1d20+6=19Standard Attack, 1d20+3=16, damage 1d10+1=2, absorbed by DR. Free Grapple check, 1d20+8=12, Aiden resists 1d20+6=21, no change Standard Attack, 1d20+3=14, damage 1d10+1=4 - 3 DR = 1 lethal. Free Grapple check, 1d20+8=14, Aiden resists 1d20+6=13, Lashtongue chooses injure, 1d10+1=6 - 3 DR = 3 lethal. ----- Otto follows Drin's example with a gust of freezing wind, before maneuvering further around it so he can attack it from behind. ----- Aiden's starting to feel the hurt from his struggles with the giant frog, and he can feel he's starting to run out of steam. It's either that, or the frog's grip on him has somehow grown stronger, which he doubts. Still, there is little for him to do but to keep trying. ----- Grumblejack displays a surprising level of competency with his 'borrowed' long sword, deftly cutting several deep gashes in the frog's side. Certainly a stark difference from the tales of ogres told to scare children, of knuckle-dragging brutes wildly swinging trees fashioned into large clubs.
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Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread)
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on: May 09, 2013, 04:06:06 PM
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Grumblejack moves closer and slices the giant frog across its side with the stolen long sword. ----- Otto has the same idea as Drin, he draws his dagger and successfully casts a spell on it that causes it to shine like a lantern, fully illuminating the scene. In the light you can see this is indeed not the frog's first battle, its leathery hide is scarred from countless attempts by local hunters to put an end to its reign of terror on the moors, but it's survived everything thrown at it so far. ----- Rampart reels back for a massive blow, and strikes the frog right in the jaw, hopefully weakening it enough for Aiden to escape from its clutches. He follows up with a swift blow to the creature's side, not as damaging as the last but the creature's starting to take a beating. ----- The frog continues to munch on Aiden, apparently hungry enough to weather the kinds of blows it's gotten so far in search of a good meal. Standard Attack Bite, attack 1d20+5=10 forgot -3 from cheap shot&fatigue, misses Standard Attack Bite, attack 1d20+2=18, damage 1d10+1=8 - 3 DR = 5 lethal Free Grapple check, 1d20+8=11, Aiden resists 1d20+6=7, is now held. ----- Otto moves in closer to the action, concentrates for a moment and reaches out to briefly touch Aiden's chain mail. It momentarily gains a slight glowing aura, which rapidly dulls down until it's all but unnoticeable. Spellcasting check, casting Magic Vestment I on Aiden's Chain mail, 1d20+10=13. ----- Aiden continues his struggles against the giant frog. Free action, use Iron Will to shrug off fatigued I from Wound loss Full Action Grapple check, 1d20+6=21, Lashtongue resists 1d20+8=16, down to held. -----
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Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread)
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on: May 08, 2013, 03:47:07 AM
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Between the map, Drin and Janus, a path is made through the moors that shouldn't take more than an hour to navigate, and with the occasional stop to consult the map, you've no problem sticking to the path. Around the half-way mark when you stop to consult the map, you finally notice that some of the squiggles in the middle of the moor on the map is in fact letters. It's difficult to read in the failing light, but with some squinting and angling to catch the most light you finally make out 'Beware Lashtongue'. And ponderings on who or what Lashtongue might be is interrupted before it can really begin, as a large splash off to one side, followed by a light shower of marsh water, draws everyone's attention to an enormous frog barreling down on you. It had apparently been hiding in a large-ish marsh pond off to your left, apparently accustomed to ambushing humans. It's a well-rehearsed ambush too, it gets almost on top of you before you can react and defend yourselves. Hide check 1d20+12=30 (gotta love that camouflage...) Lashtongue uses the surprise round to move within striking distance of the group. Also, it's currently Faint light, so +4 Defense unless you've got at least Darkvision I. The group is in a rough U shape, with Janus and Drin in the middle. Random roll to determine who's on the side nearest the frog, lowest two are within striking distance: Aiden: 1d20=1Grumblejack: 1d20=9Otto: 1d20=20Lars: 1d20=9Rampart: 1d20=6Rampart and Aiden's 10 feet away from the frog, the rest is 15-20 ft. away. Most of the marsh is difficult terrain (10 ft.), but there's a reasonably firm path that you've been following so everyone can reach the frog with one move action. ----- Rampart reacts without hesitation, stomping up towards the giant frog and makes a spirited attempt at pulling the thing's brains out through its face. It tries to flinch away from the punch, and although it manages to prevent a center mass strike, it still takes a solid blow across the side of its face. The tough yet spongy skin ripples from the impact, but the frog doesn't appear to slow down because of it. ----- The frog has apparently no interest in the golem, and instead lounges towards Aiden, apparently attempting to bite him. One wouldn't think frogs would have particularly sharp or long teeth, but apparently this one has, because he tears off a chunk of Aiden's thigh as the frog yanks him closer towards it. The frog continues to nibble on Aiden, and despite his best efforts to resist, he ends up well and proper stuck in the beast's jaws. You can tell from the attacks that he's got at least 10 ft. reach. Standard Attack 1d20+5=23, spending an AD to confirm crit, damage 1d20+2=6 - 3 DR = 3 direct to wounds. Aiden attempts Shield Block, 1d20+3=6 fails. Free Action grapple attempt from attack 1d20+10=18, Aiden's resist 1d20+8=11, Aiden's grappled. Standard Attack on Aiden, 1d20+5=13, hits, 1d10+2=6 - 3 DR = 3 lethal. Free Action grapple check, 1d20+12=24, Aiden resists 1d20+5=9, Aiden is now Pinned. ----- Aiden struggles to escape from the jaws of the giant frog, and manages to wrench his upper body free, but the frog still has his lower body in an iron grip.
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Community / Play-by-Post / Re: [Character Sheets & OOC] Way of the Wicked
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on: May 06, 2013, 11:42:55 PM
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paddyfool: The Knowledge check DC is indeed 15, so you would've had to have spent the AD anyways. And I'll let you cast Orient Self retroactively, both because it won't have any mechanical effect, and because it'll make you look kinda awesome to just be able to point in a direction and say with absolute certainty "North's that way, so that means we must go... this way." 
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Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread)
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on: May 06, 2013, 05:19:11 AM
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The group gathers in the courtyard, in stolen clothes and laden down with stolen goods. Behind you is nothing but memories and blood, in front of you is sweet freedom. As you walk down the long stone bridge the sounds of the waves crashing against the rocks prompts a quick glance over the guard rail, and the sight of the waves churning white and dashing with considerable force against the rocks makes you quite glad to be taking the dry path to land. The final obstacle to freedom, a portcullis set in a stone arch at the end of the bridge, is easily bypassed, especially when you're in no rush. In no time you've set foot on solid ground, and you're officially the first to escape from Branderscar Prison, a feat long thought impossible. Everyone gets 10+Legend Reputation from successfully escaping Branderscar.
The road ahead follows up the coast, and you can just spot in the distance the village Varyston, and the dreaded salt mines are likely somewhere beyond it. However, your time on the road is short, and soon you break off towards the countryside and the inhospitable moors. The last rays of the setting sun provides scant illumination, the mosquitos and other pests are already out in force, and the area is covered in dark, brackish salt marshes. Zig-zagging across the moors to try and stay on the dryest patches of marsh, you soon loose sight of the road and realize it would be all to easy to get lost in this featureless, dreary landscape. I'll need a Knowledge check, synergy from Survival, to navigate the moors and make it safely across. The map Drin found in the Warden's Office is a Detailed Map over the local area, including the moors, so you gain a +2 bonus from it. The DC is 15, and each check is one hour. I'll also require a Notice check from everyone.
----- Aiden is clearly happy to be free of Branderscar, but the trek through the marshes soon turn his mood foul. The biting insects and being ankle deep in cold, brackish marsh water is clearly not to his liking. He pushes ahead, obviously looking forward to being off the moor and under a warm roof again.
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