Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - militarymisfit

Pages: [1] 2
GM Confidential / Serenity in St. Pete
« on: August 14, 2013, 07:06:23 pm »
Just wondering if anyone in St. Pete has the maps for the Quest for Perfection part 1 I could borrow for tomorrow night? If not I will just draw them out on a mat.

General Pathfinder Discussion / Re: Florida PFS T-Shirt: The Preorder
« on: August 14, 2013, 05:45:00 pm »
Hells yeah. I like the way you think Dorian.

General Pathfinder Discussion / Re: Thuggish Fighter?
« on: August 14, 2013, 04:00:29 pm »
Oh definitely taking some will boosting feats. I just wanted to build him to 5 to see if everything meshed... And it did. Surprisingly.

Not sure how the playability would be with everything running all over the place in a frightened state. I think it would be a little frustrating for other melee characters. I didn't have time to finish working with him last night but I'm gonna see what else I can do with him.

I havent played PF for very long so I don't know how the difficulty and play style of the upper tier scenarios are. So far I have this guy and my switch hitting ranger. Any more ideas or advice?

Thanks for the comments so far.

His back story is he's a recovering addict. He has adjusted pretty well to his new life as a PF although he gets stressed out sometimes and, when it happens, he just starts running around screaming and hammering people, creatures or what ever is causing the stress. Even though he's a rogue, he has no problems with just smashing a trap if he cant figure out how to disable it.

Rules Discussion / Re: GMs Hashing it Out. Permanent Negative Levels
« on: August 14, 2013, 01:23:58 am »
Personally I would let them play with the two negative levels. I would try to get another player onto the table though, even if that other play had to use a pre-gen. It would bring a productive player to the table to help to ease the burden of carrying the other one.

The only issue I could see happening is that like any real life situation, animals and humans always take out the weakest link first. It's been my experience and because of it, thats how my monsters roll.

General Pathfinder Discussion / Thuggish Fighter?
« on: August 14, 2013, 01:03:52 am »
Has anyone used this build yet? Seems a little too good.

I was reading some other posts and had to change it so i could have a better grasp on how it works. This is what my next character is looking like. He wont be where I want until level 5.

Human, for the extra feat and +2 to an ability. Wielding the EarthBreaker at 2d6 Bludgeoning damage.
STR 18
DEX 13
CON 10
INT 13
WIS 10
CHA 15
1 Rogue (thug)
     Bludgeoner, Enforcer
2 fighter
3 fighter
     Mobility, Toughness (to make up the lack of con)
4 fighter
5 fighter
     Spring Attack, Skill Focus: Intimidate

So at this level I'll have 5 ranks in the intimidate skill which will bring it to a total of 15. This gives me a pretty good chance of beating the DC to intimidate. (10 + the targetís Hit Dice + the targetís Wisdom modifier)

With the Bludgeoner Feat, I can use the EarthBreaker to deal non-leathal damage at no penalty.

And with the feat Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt.

Add the Thug's ability Frightening: Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

Which means the thing I'm fighting will attempt to run away from me provoking and attack of opportunity while also taking a Ė2 penalty on all attack rolls, saving throws, skill checks, and ability checks.

So at the beginning of an encounter, I can use spring attack or charge to jump in and deal non-leathal damage yielding all the above benefits and 2d6+6 damage. Then as the creature turns to run away I get an AoO at 2d6+6. When It's my turn again I can use spring attack or charge to close the distance and start all over again. But now the creature has a -2 to their wisdom modifier making it even easier.

The penalties don't stack and the frightened is only for a round, but every time I hit it, it renews the one round frightened effect keeping it running away from me.

If they're immune to my abilities I can use spring attack to jump in attack and get back out.

And if I added power attack, cleave and great cleave to it... I could send a whole group running which would help keep them off me. And every time they came in range again, I would get the AoO and send them running before they could attack me.

There's nothing in the books that contradict any of this either. So what does everyone think about this? I already have the character sheet set and ready, but I have a feeling the other GMs would hate this guy.

General Lodge Discussion / Re: Modules?
« on: August 11, 2013, 04:34:45 pm »

General Lodge Discussion / Re: Modules?
« on: August 08, 2013, 02:43:40 pm »
Serenity is really the only place I can play until my vehicle gets shipped from overseas.

General Lodge Discussion / Re: Modules?
« on: August 06, 2013, 06:09:21 pm »
I'm gonna talk with them when I get back in town.  I just don't have enough room at my place, and with being on the first floor next to the pool... There's too many distractions to have a game there.

It's nice living down town.

General Lodge Discussion / Re: Modules?
« on: August 06, 2013, 03:23:06 pm »
I can dig it. 

I read the new guide to organized play, but misunderstood what they said. It read like you could create a legal PFS character, and use it to play the AP. Then once done with or between books, you could use that same character for the normal organized play.

Yeah, I can agree with you with not doing it during normal PFS nights now.

So for Tuesdays I'll just stick to scenarios, and try to put together mods and APs on others days.

My bad for stirring the pot. Thanks for the explanations and patients. 

Hmmm, now to find a place to do the APs.

General Lodge Discussion / Re: Modules?
« on: August 06, 2013, 02:03:36 pm »
So far I have the last three books to the Wrath of Winter series, and on the 15th I can download the PDF version of The Worldwound Incursion while I wait for the real copy to get to my place. I can bring them to Serenity on the 15th if anyone wants to take a look at them.

So after I've had a little bit of time to read through the new AP and get some supplies together I'd be more than happy to start a game. The only problems I foresee is finding a place to do it. It would be cool if we could do it at serenity on like a Saterday or Sunday (if people wanted a longer game) or keep it on Tuesday but maybe show up an hour or two early. If all that's cool with everyone?

So what're you guys thinking about this?

General Lodge Discussion / Re: Modules?
« on: August 06, 2013, 12:21:51 am »
So it's the Adventure Paths I was thinking about. You're right about getting confused about how all this works compared to D&D.

I know the adventures are much longer but, I wouldn't have a problem doing multiple sessions to finish a book. Hell, even if it took three or four, four hours sessions.

I'm just used to doing six month to multi year campaigns. While we were deployed we sometimes had multiple campaigns going on also. On Friday we'd play one, then Saterday play a different one. With different characters of course.
Hey, we had an excuse... There's not much to do while stuck on a boat for long periods at a time.

General Lodge Discussion / Modules?
« on: August 05, 2013, 06:46:41 pm »
So does anyone ever run modules at any of the game stores? I've always played home campaigns until now so I'm interested in either playing in one or running one. Depending how my next two DM sessions go at Serenity, I wouldn't mind running one once or twice a month. I have the subscription for the modules and they have a new one coming out soon. I would like to try to do the full "campaign" or all six modules in the series.

So anyone else interested?

General Pathfinder Discussion / Re: Floridapfs logo
« on: July 30, 2013, 05:12:18 pm »
That makes more sense.

With that dubious grin and the glow in his eyes, I thought he had some ill intentions planned for that chicken. When I noticed it I thought to myself "now what is he up to?"

Glad to see he was just hungry.

General Pathfinder Discussion / Floridapfs logo
« on: July 30, 2013, 03:06:28 pm »
So, in the art at the top of the page.... is the goblin holding the rotisserie chicken new, of is this just the first time i've seen it? Either way I think its awesome.

General Lodge Discussion / Re: New player looking for a game
« on: July 12, 2013, 03:14:49 pm »
Damn! i read this the day after. Thanks for the offer though.

Once I've played a little more I wouldn't mind running a game, it's be with the PF system but set in more than likely the Forgotten Realms, or a personal campaign I've been working on for a few years.

Pages: [1] 2