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 Pathfinder RPG 
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Post Re: Pathfinder RPG
Been a bit hectic lately, haven't sat down and gave the rules a proper look yet.

And what Nighthawk said, us manually rolling was unexpected.


Mon Feb 10, 2014 10:04 pm
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Ah the reason I decided on that was to make things a bit easier, smoother, but I should have considered that you guys are used to having the gm do the rolling. Very well, I'll do the rolling for everyone. In fact this should make things even easier since you won't need to keep track of all your dice and modifiers.

Also: don't be too intimidated by the rules, at this stage all you need to do is say "I move here and attack that guy".


Tue Feb 11, 2014 12:45 am
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All things considered, I have an idea on how to reconcile this matter.

  1. Have the players that move before the monsters take their turn
  2. End Roll One with the Monsters' Moves
  3. Have the All the players move on Roll 2-n
  4. End each Roll, 2-n, with the monsters' moves, until combat ends.

This was so that we can chunk all the players together.


Tue Feb 11, 2014 12:53 am
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Post Re: Pathfinder RPG
That sounds quite fine by me.


Tue Feb 11, 2014 1:23 am
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Post Re: Pathfinder RPG
Until people try to move into the same tile or cast area of effect spells where their allies are standing. :P

But we can avoid that by paying attention to the other players' moves, I suppose.


Tue Feb 11, 2014 1:34 am
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Post Re: Pathfinder RPG
I will take all actions before dice are rolled and the results will be resolved in initiative order. You are free to edit your actions up until I roll. This definitely changes the game in some ways, such as making overkill harder to avoid. But overall I do not think it makes the game less fun and will speed things along.

Thanks for the thoughts and suggestions, in a way I am as new to this as you guys. :oops:


Tue Feb 11, 2014 1:44 am
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Loose Canon
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Post Re: Pathfinder RPG
<3 you Contrary.

> Move NW, NW, W, Attack with Greataxe.


Tue Feb 11, 2014 1:57 am
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Post Re: Pathfinder RPG
>Move one space N, throwing a Ray of Frost at the westernmost goblin.


Tue Feb 11, 2014 2:16 am
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Post Re: Pathfinder RPG
> Move six spaces straight west.

I get a bonus to flanking, so if you guys don't down a goblin immediately, I'll get around it and try to deal a finishing blow.


Tue Feb 11, 2014 2:35 am
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Post Re: Pathfinder RPG
If there are conflicting/illegal moves, just bring it up in a non-roll post. Short and sweet.
CC48 does it a quite a bit in their FFTA2 run on the forums.


Tue Feb 11, 2014 4:40 am
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Post Re: Pathfinder RPG
TorrentHKU wrote:
> Move NW, NW, W, Attack with Greataxe.

Attack: d20 + 4 = 20 + 4 = 24. Critical Hit.

Damage: 3d6 + 4 = 2,4,6,+4 = 16 Damage.

With true Orcish ferocity your greataxe falls upon the goblin like a bolt from heaven. Reacting quickly he raises his short sword but that is not enough to stop you. Your greataxe snaps the goblin's crude blade like a brittle twig and continues on, cleaving through his leather cap and piercing his skull. The tremendous force of your hefty weapon carries the blade until it is embedded in your foe's chest. Blood erupts from his still beating heart. You kick the goblin to release your axe and with a wet slopping noise the corpse flops on to the cavern floor.

Nighthawk wrote:
> Move six spaces straight west.

Image

Frightened, but not deterred by the fearsome display, the rest of the goblins rush forth in an attempt to overwhelm you.

Three circle around Tavor, stepping over the gruesome corpse of their comrade.


Goblin 1 Attack: d20 + 2 = 12 + 2 = 14. Miss.
The first goblin makes a stab for your chest, but the blow is stopped by your chainmail.

Goblin 2 Attack: d20 + 2 = 4 + 2 = 6. Miss.
The second goblin charges headlong at you, murderous gleam in his eyes. So intent is he upon slaying you that he carelessly slips on the puddle of blood in front of you, causing him to miss entirely.

Goblin 3 Attack: d20 + 2 + 2 = 7 + 2 + 2 = 11. Miss.
The last goblin attacks you from the opposite side of the first, hoping that you would too distracted to defend yourself. Despite his sly assault, you are a canny warrior, deftly deflecting the attack with your axe.

Two more goblins charge at Cassandra, each brandishing long, hooked knives.

Goblin 4 Attack: d20 + 2 = 5 + 2 = 7. Miss.
Reminded of your experience fending off charging boar, you abruptly shift your stance, moving your body out of the knife's path.

Goblin 5 Attack: d20 + 2 = 18 + 2 = 20. Hit.
Goblin 5 Damage: 1d3 = 1 Damage.
You attempt to dodge the second hit but the goblin detects your movement and is able to redirect his strike, nicking your arm with his cruel blade.

One more goblin opts to attack Reine, thinking him to be an ill-prepared clergyman.

Goblin 6 Attack: d20 + 2 = 18 + 2 = 20. Hit.
Goblin 6 Damage: 1d3 = 2 Damage.
Finding a chink in your armour, the goblin drives its blade into the soft flesh of your shoulder. It only penetrates an inch before you are able to push him away, but the rough blade leaves an ugly mark.

Image


Thu Feb 13, 2014 8:26 am
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Post Re: Pathfinder RPG
Now everyone moves, mindful of conflicts with rules and the movements of the those that moved before them.
Because the goblins have moved, this:
  • Tavor, Deimos, Goblins, Grundlegar, Reine, Cassandra
Becomes, this:
  • Grundlegar, Reine, Cassandra, Tavor, Deimos, Goblins


Thu Feb 13, 2014 9:53 am
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Post Re: Pathfinder RPG
Contrary, can you put all the rules and important information in the OP?

Also, can I restrict Channel energy to target only allies?


Fri Feb 14, 2014 5:16 am
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> Attack the one to the West, if successful Cleave the one to the North as well.


Fri Feb 14, 2014 5:27 am
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Post Re: Pathfinder RPG
> Attack the goblin beside me to the east with a single kukri strike.

Might change my action and move a bit after I read about attacks of opportunity....


Fri Feb 14, 2014 5:33 am
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