Grim_
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Everything posted by Grim_
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Bah, because I'm a bit bored and feel like telling people [cabbage] that they already know I'll give some pointers. 1. If at all possible force an enemy to attack you in the mountains (a high maneuver general works well for that). 2. Tech up. An easy war is one when you have a higher level unit type than your enemy. 3. Outnumber the enemy forces (2:1 is preferable) if at all possible. 4. Infiltrate their administration. Knowledge is power, you can crush their smaller expeditionary forces before dealing with the large blobs. 5. Use choke points. You can concentrate your forces there so that they don't have a chance. Choke points in the mountains with rivers are preferable. 6. Mercenaries are awesome for blanket sieges. 7. Be opportunistic, wait until most of their forces are indisposed and then take what you can. 8. Never attack Italian forces in the mountains. It ends poorly. EDIT: Is it just me or does the "In the arms of the maid I find solace" event always give really poor heirs?
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It depends on how you're playing. If you are going colonial and have provinces spread out across asia, africa and the Americas it is a fairly good idea to leave stacks of ~15k troops as expeditionary forces. As well as 15 transports and around 10 big ships to move your anti rebel stacks around. By the end of the game I had 4 of those forces as well as 4 main armies of 35k troops (20k infantry 10k cavalry 5k artillery). EDIT: Republics, Yea or Nay? I find them very useful, because they all but guarantee really high quality rulers (9/9/8 isn't too far from the norm) which is pretty damned awesome, that and you don't have to worry about legitimacy. Then you have the Noble republic, which combines the elections of republics with the royal marriages of a monarchy.
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As my Aragon game (for EU3) is pretty much finished (I became the king of Gonder and crushed that Sha) with the defeat of the BBB, Portugal and England alliance (there's a reason why having line infantry when your opponent is using free shooters (an exaggeration obviously) is useful). I'm taking suggestions for the next nation to play at the start of the grand campaign.
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New Englanders have a history of being... zealous for lack of a better word. I mean look at the whole Boston tea party thing. They felt oppressed by cheap tea (which tells you something about them). Oh and I doubt they are actually inebriated, well on anything more than blind patriotism.
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Use the table that they give you. (Seriously, I have probably the first row memorized, all of the alkali metals, most of the alkaline and most of the noble gases/halogens. Those and C, Si, Ag, Al and Zn). Because I like to lord my insanity over others, I'll re post my Junior year schedule (seriously, this is a bad idea, I'm going to crash and burn). 1: AP Bio 2: Journalism I S1, Journalism 2 S2 3: AP Art History 4: American Lit. Honors 5: Pre calc 6: French IV (Honors) 7: APUSH (AP US History) EDIT: If I can pull this off flawlessly I'll have a 4.7 GPA for the year. Added on to my 4.0 from last year and 3.8 from 9th grade I should be able to get a 4.17 average for highschool. Which translates to maybe getting into UCLA.
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If you can avoid it, it would probably be a good idea to not do this in public, guards and all. Damn, looks like I should have bought the garrote wire after all, would have made this one hell of a lot easier. Just keep it quite. Wyvern, have you had a chance to read through the Ultimate combat book yet? EDIT: Do you have any idea what the hostiles are? Just curious, it won't really affect how I'll deal with them (one of the beauties of firearms is that they always resolve against touch AC in the first range increment (or in the first five range increments in the case of advanced firearms).
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Knocking out is harder, quite a bit harder. I can't do all too much that wouldn't attract undue attention without the oil of silence (aside from pistol whipping). It would probably be best to back down and run from the hired help. Let the rest of the party deal with them before coming back prepared and at full strength.
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If you're willing to spring roughly 3250 gold +however much needed for a couple of potions of invisibility I can fairly easily take out this wizard with a bit of prep work. The 3250 gold with buy 3 kegs of gunpowder and oil of silence, the oil of silence lets me silence a gun such as a rifle for an hour. If we can get the kegs of gunpowder close enough the explosion should be enough to kill the wizard, if not then I will plug him with a couple more rifle rounds (preferably with some aid from a handy rouge, before chugging a potion of invisibility and leaving. Another way would be to wait until he's asleep and then coup de grace/ execution check him.
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What did I miss (sorry I had to leave, family was insistent).
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Get a Handy Haversack, FFS. So much better. Damn I misread the descriptions, editing now.
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Instead of getting the ring of sustenance, I decided to get a bag of holding (which now doubles as a rucksack). Well that and 15 day's worth of rations and approximately 8 gallons of ale. I can also carry other people's food/drink as well. EDIT: How much would a [cabbage] tonne of salt cost?
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Right, I've edited most everything in, I was waiting for the OK for the firearms level before investing too heavily in equipment. I'll be free tomorrow as well. EDIT: Does the ring of sustenance do as is implied and also give you necessary food and water, or is it taken literally and only makes you have to rest less?
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Or failing that this amuses me [hide] [/hide] [hide] Gunari Purrum Tengu Gunslinger 5 | [Chaotic Good] Exp: 15,000 Age- 27 Looks - Eyes Black eyes Height/Weight 5"7' tall, 110lbs. (Medium) Homeland Clan Purrum Deity Cayden Cailen Campaign An Ocean of a Problem Representing Grim Hit Points HP 38 Current HP Strength 9 (-1) Dexterity 18 (+4) Constitution 10 (+0) Intelligence 12 (+1) Wisdom 16 (+3) Charisma 14 (+2) Initiative + = 4 (Dex) + 4 (Improved Initiative) Action Points (Lifetime) 9 Base Speed [ 30 (6 sq.) ] AC [20] = 10 + 4 [Mithral Chain Shirt] +4 [Dex] +1 nimble +1 [dodge] Touch AC [15] Flat-Footed [14] Armor Check Penalty -0 Base Attack Bonus +4 Basic Melee Attack +5 Basic Ranged Attack +9 Saves: Reflex:+9 Dex +4 Gunslinger+4 Trait+1 Fort:+4 Con+0 Gunslinger+4 Will:+4 Wis+3 Gunslinger+1 Weapons: Rifle: 1d10 dmg x4 crit misfire 1 range increment 80ft advanced firearm cap 1 B&P Pistol: 1d8 dmg x4 crit misfire 1-2 (5ft) range increment 20ft simple firearm cap 1 B&P Rapier1d6 dmg 18-20x2 Piercing Feats Improved initiative Dodge Quick Draw Weapon proficiency: Simple and martial weapons & firearms Armor proficiency: Light armor Traits Deft Dodger Fast Talker Tengu racial traits Senses: Tengus have low-light vision. Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth. Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language. Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords). Natural Weapon: Tengus possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon. Languages: Tengus begin play speaking Common and their own dialect of Tengu. Tengus with high Intelligence scores can choose any language as a bonus language Gunslinger Deeds: up to 5th level [hide] Deadeye Gunslinger’s Dodge Quick Clear Gunslinger Initiative Pistol-Whip Utility Shot [/hide] Nimble +1: +1 dodge bonus to AC when wearing light armor Gun Training: Rifle: Add dex bonus to damage done from the rifle Gunsmith Grit: 3 points of Grit a day INVENTORY. ENTER AT YOUR OWN PERIL [hide] Inventory Mythril Chain shirt - 1,100 gold -12.5 lbs Rifle-5,000 coins -12 lbs Gun smith's kit-15 coins 2lbs (BoH) Metal cartridges x100-1500 coins (BoH) Rapier 20 coins -2lbs Handy Haversack-2000 coins 5lbs Flint and steel 1 coin (BoH) Chalk 10 pieces .1 coin Ink x5 -40 coin (BoH) Inkpen x2 .2 coin (BoH) Pouch, belt x2 1 coin 1 lb Paper x10 4 coin (BoH) Traveler's clothes 1 coin 5 lbs (BoH) Rope (silk) x2 20 coin 10 lbs (BoH) Grappling hook 1 coin 4lbs (BoH) Whetstone .02 coin 1 lbs (BoH) Bedroll .1 coin 5lbs (BoH) Thieve's tools 30 coins 1 lb (BoH) 5 nights stay at a good inn (pre paid) 10 coin Battered Pistol (Starting weapon) 4lb (BoH) Alchemical cartridge paper x10 120 coin (BoH) Clothing, Pickpocket's outfit 3lbs Sack x4 .4 coin 2.0 lbs (BoH) Trail rations x15 7.5 coin 15lbs (BoH) Block and Tackle 5coin 5lbs (BoH) Fishing hook x4 .4 coin (BoH) Flask x4 .12 coin 6lbs (BoH) gallon of ale x3 .6 coin 24lbs(BoH) Mug x4 .08 coin 4lbs (BoH) Dagger x2 2 coin 2lbs (BoH) 650.92 coin 103.5 lbs total Belt pouch 1: 50 metal cartridges Belt pouch 2: 32.86 coin Handy Haversack Rifle 12 lbs Sack:1 .5lbs Gun smith's kit 2lbs 50 metal cartridges 10 paper cartridges 1 dagger 1lb Traveler's clothes 5 lbs Sack 2 .5lb Trail rations x15 Flask x4 6lbs Block and tackle 5lbs Whetstone 1 lb Fishing hook x4 Flint and steel x1 Dagger x1 1lb Bedroll 5 lbs Battered pistol 4 lb Grappling hook 4lb Silk rope 10 lb Sack 4: .5lbs 3 gallons of ale 24lbs mug x4 4lb Sack 5: 75 coin Handy Haversack:78.0 lbs [/hide] HERE BE SKILLS [hide] SKILL Total + Ability Mod. + Ranks + Misc. Acrobatics*† +3 = DEX 4+0+0 Appraise +0 = INT 0+0+0 Bluff† +6= CHA +1+1+3+1 Climb*† +3 = STR -1+1 +3 Craft† +5 = INT 1+1+3 firearms Craft† +0 = INT 0+0+0 Craft† +0 = INT 0+0+0 Diplomacy +1 = CHA +0+0 Disable Device* +4 = DEX 4+0+0 Disguise +1 = CHA -1+0+0 Escape Artist* +4 = DEX 4+0+0 Fly* +4 = DEX 4+0+0 Handle Animal† +1 = CHA +1+0+0 Heal† +7 = WIS 3+1+3 Intimidate† +6 = CHA +1+2+3 K (Arcana) +0 = INT 0+0+0 K (Dungeoneering) +0 = INT 0+0+0 K (Engineering)† +6 = INT 1+2+3 K (Geography) +0 = INT 0+0+0 K (History) +0 = INT 0+0+0 K (Local)† +6 = INT 1+2+3 K (Nature) +5 = INT 1+4+0 K (Nobility) +0 = INT 0+0+0 K (Planes) +0 = INT 0+0+0 K (Religion) +0 = INT 0+0+0 Linguistics +8 = INT 1+3+4 Perception† +10 = WIS 3+2+3+2 Perform +1 = CHA +1+0+0 Perform: Oratory +2 = CHA 1+1+0 Profession† +0 = WIS 0+0+0 Profession† Sailor +8 = WIS 3+2+3 Ride† +4 = DEX 4+0+0 Sense Motive +6 = WIS 3+3+0 Sleight of Hand*† +8 = DEX 4+1+3 Spellcraft +1= INT 1+0+0 Stealth* +8 = DEX 4+2+2 Survival† +8 = WIS 3+2+3 Swim*† +6 = STR -1+4+3 Use Magic Device -1 = CHA -1+0+0 Skills 36/36 [/hide] Languages: Common Tengu: Purrum Draconic Aquan Infernal Celestial Sylvan Undercommon [/hide] [hide] Gunnari grew up as most Tengu do, on one of the ship caravans that move seemingly at random across the seas, he had a fairly average life, one mother, one father who left soon after he was hatched and a host of brood mates that ran about the ships with him. As he grew older, he began to grow apart from his family and eventually it became time to strike off on his own, in a sort of coming of age ceremony/trial. Rather than simply do what many of his brood mates did and simply be cast out a bit in front of the caravan fleet and rejoin them a day later. For whatever mad reason, be it thirst for adventure or temporary insanity he signed on a faring. A faring was a voyage taken by the members of the caravan fleets that served both the purpose of a test bed for new technology and as a means to gather "low cost supplies". In short, it was piracy, necessary maybe, but piracy none the less and it was generally treated as such by the nations that were "bought" from. He found that he took quite well to faring, and it was there where he learned how to operate most firearms in the ten years in which he fared. Eventually he took a type of quasi shore leave and after a series of unknown events ended up attending the tournament with the rest of the party. [/hide] Regarding firearms: (This is all just an idea, feel free to disregard it) Guns are common place, the 600 years of what amounts to a pressure cooker in the struggle for resources caused a slough of technological advancement. Simple firearms are not that hard to find, but you would be hard pressed to find anything more than muzzle loaded outside of certain clan caravans of the Tengu, certain dwarven holds that lie unsubmerged, a select few kobold clans that use them in truly vicious traps and the odd human adventurer.
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Two things; First off you're self diagnosed, that's hardly an unbiased and expert opinion. Secondly, aspergeres is like ADHD/ADD, something that while it exists, is misdiagnosed quite often and used as an excuse to act like a jack off "Oh its not my fault that I'm a jack ass, I have ADD/Asbergers, I know because I've drawn conclusions about myself, for what is essentially a mental disorder."
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You get 10,500 gold to spend on equipment this level. Your spells per day are the spells you can cast without any sort of aid (like say a wand), which is determined by your base amount of spells+your bonus spells as determined by your wisdom score. How common are firearms in this world?
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Do Kobolds still exist in this world? Because I've narrowed it down to two or three different character concepts. 1st a Tengu gypsy/pirate gunslinger (possibly the pistolero or mysterious stranger archtype), second a kobold stormborn sorcerer who is definitely not compensating for anything by chucking lightning bolts around like candy and third a pirate hunting inquisitor/ bounty hunter. Do any gods exist in this setting, and if so what are they?
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I believe CST is GMT-6 rather than -5. PST is (iirc) GMT-8 and CST is two hours ahead of us. Scratch what I said earlier if people are willing to play on the weekends I can join as well.
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I've just found that in terms of Pathfinder, I don't fit with the tavern that well. Best of luck And I doubt I'll be able to make most sessions, especially when the school year gets kicked off (as in, three different projects, all due in the same week). Seriously, at least try to work with the tavern. Just pick a cool character concept and try to make that as effective as possible or something.
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Retech, stay, there's no reason for you not to play. I doubt I would be able to make all of the sessions due to me having way too many advanced classes (and teachers who's goal is to make 10% of the class drop in certain cases).
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I'd be interested to play as a stand in or a replacement (in case you need another player because one cannot make a session). Would there be Tengus in your setting, and if so how would they be fluffed? I was thinking sort of a gypsy/river people armada of ships that occasionally came into town and traded for supplies, with some moving to the larger cities, gaining a (possibly) unfair ill fame as thieves and criminals.
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Compared to how they usually do, they're doing insanely well. Hell, right now they're at war (with some aid from Great Britain) with both Castile and France and surviving (the fact that Austria pitched in a bit seemed to help, by pitching in I mean jumping on France and diverting its forces).
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If you play EU3 and are looking for a decent challenge (aside from your average OPM) try playing a grand campaign as Aragon. You might say, "But, Aragon is a western power and therefore easy mode." My only reply to that is that France and Castille tended to ally in my game (which made war against them a rather bad idea) and I managed to piss off Austria when I was expanding into Italy. Because I like adding images, here's a map of the area. [hide][/hide]
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Since everyone's doing it, I may as well post my seven classes. 1:AP US History (one of those fun courses that gives summer homework) 2:American Literature Honors 3:AP Biology 4:pre calc (introduction to analysis) 5:Journalism I&II (both semester long courses) 6:AP art history 7:French IV Honors This is going to be a fun year.
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In approximately 8 or so days, I'll be back at school and have (surprisingly) more free time . I would be willing to run a play by post as an introduction to a game system (ie using premade characters at least at first). I'm open to suggestions if anyone wants to do so (I would prefer not to use games like shadowrun where there's an inane amount of dice), but I would prefer not to homebrew too much system wise.
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BAB
