(3b) - Legend of the Elder Souls - Group B (Inactive)

Game Master mdt

Maps

Forest Encounter

Forest Clearing

Local Area Map

Demonreach

Shalevarin

Group's Ship

Links

Hell Village

Current Map


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hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

It's all good with me... sorry - I didn't realize you were waiting on us.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

I'm OK with whatever.


Party pool updated


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Looks good to me.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

A) We're not hauling cargo right now... but will be later...
B) Not sure what it'll be, but you'll do a good job of packing it away...
C) Get the crew good at fighting, boarding, and repelling...
D) Here's really good weapons...

A + B + C + D = A pirate's life for me... Yo ho ho and a bottle of rum..


So she's a good person. That makes her reliable and predictable. Both very valuable for the trip


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

As the GM, I'll give you an Int check to realize, after some experience with the local economy, how much you're offering her. That's basically more than she could make in a lifetime. That's not going to make her have warm and fuzzies. :) Kind of like someone offering you 1million after you think they just asked you to open the back door of your bank after hours...


int: 1d20 + 3 ⇒ (18) + 3 = 21

I guess I'm thinking in terms of bank upper management

how about an analogy of offering her 100k bonus that she can divvy among 13 people... if she chooses

if 18k=1 mill
then
1.8k=100k


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

With your int check, you think a good bonus might be 400~500. Enough to be substantial, not enough to make it worth caving your skulls in to get the rest of your obviously inhuman wealth.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Fine,
make it 500,

LOL. So I guess she not to good for piracy or murder


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You forget about your second mate...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Do you want me to roll for elementals?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Elementals go on your initiative, since you summoned them.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Since we have some homebrew elements...

could we use a mythic point(s) to quick summon our weapons and armor?


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Luna,

in case you weren't aware...you're up


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

sorry - I've been out all day.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You'll need to be within I think 30 ft of Sterling to cackle. Just to alert you.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

how far from him am I? if i'm too far away, i can move closer...


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I'm not sure, you haven't moved yourself on the combat map.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Fixed, please let me know when that happens, I can't tell myself.

As to attacking, no, the creature did a full withdraw under water, so they'd have to enter, and search for it. It's night, so they're limited to darkvision or other sources of sensing.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Water elementals swim 90'

I added eidolon marker. Since a search could cause sighting at any time during movement..

Please move them as you see fit,


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, I'll try to figure out how to do an underwater in the dark hide and seek this weekend. :)


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Since it was blinded it can't withdraw. the elementals should get an aoo

Withdraw

Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.

If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

You may not withdraw using a form of movement for which you don't have a listed speed.

Note that despite the name of this action, you don't actually have to leave combat entirely.

Not trying to be a rules lawyer, but this creature is especially tough, and we need every advantage


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

They can take an AoO if you want, no issues with that. He basically dropped off the side and then swam down.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry, I've been trying to figure out how to do a map for days now, but 3-D doesn't work too well for this. Would you be ok with me just describing them searching and doing the rolls?


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

sure


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sure.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

works for me


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I have no issues with rules issues being brought up, it's not a meat game (which I require rules to wait till the end to keep things on pace).

But I would prefer rules stuff in the discussion, not the game thread. :)

Ok, Sterling goes before the creature then. However, Luna and Harry now go *after* the creature.


fyi

Piercing is full damage
Slashing/bludgeoning is -2 to hit and half damage

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.


mdt wrote:

I have no issues with rules issues being brought up, it's not a meat game (which I require rules to wait till the end to keep things on pace).

But I would prefer rules stuff in the discussion, not the game thread. :)

Ok, Sterling goes before the creature then. However, Luna and Harry now go *after* the creature.

OK


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Just a note, Luna's whip will take a -6 at 15ft (due to having to go through 10 extra feet of water, per the -2 per 5fts).


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sorry Luna, you'll have to swim up after the creature goes. Fingers crossed, I'm not swallowed whole :P LOL


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I really needed that reroll Luna, Thanks!


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Spells and Critical Hits

A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

yes but roe causes neither damage nor drain - it is a 'penalty' to strength so the doubling does not apply from my understanding of the raw.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

it's considered ability damage


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

reading the spell, you may be right


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13
Quote:

Ability Score Damage

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

It's reads like the spell should be considered ability damage


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

my understanding of it is that it works like this.

If our gm wants to rule otherwise, I'll happily roll to back the crit...


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

My reading of the available sources and the information linked is that ROE would crit. Penalty and damage are the same thing in my reading. It's all up to mdt's interpretation and that's the only one that matters.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

As I have always seen it, if you have to roll to hit, and you crit and confirm, you get to double the effect, be it damage, ability damage, or even level drain.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

The movers are here packing us up and the moving truck comes tomorrow - I will have no internet until Friday, though I might have it UNTIL tomorrow morning sometime - If I don't post til friday though, bot me as necessary please... sorry for the interrupt.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Hesitate to bot you when there's RP stuff going on (co-owners talking). So maybe just pause it for Thursday.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Time Warner will be coming 'some time' on Friday to wire the house (previous owners had at&t fios, so not sure what TWC has to do to get us cable) and turn on service, but they couldn't give us a set time... so it will be Friday, but that's all I know.

sorry for not being more specific.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

np


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Found a new map for your ship, works much better. Let me know if you like it. See link above.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

very cool deck plans.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Poke Poke!

As the GM, I can't move things along much when you're closeted discussing things.

Poke Poke!

I think people are waiting on Harry to chime in or post he's not chiming in.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

sorry - was busy moving... and not checking the boards as I should...

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