All's Well that Ends in a Well

Game Master Choon


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Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I seriously considered that. A druid-monk could be epic down here

One of the PCs in the in person game I run is herbalism bonded. Got some crazy OP potential


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

GM Choon I just noticed that on my formulae known list for level 1 extracts I took Enlarge Person twice. Permission to replace one of them?


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Re: Healing: If we go with treat deadly wounds with guidance, take 10 and two aid another (from Maglin and Dalkk) I reach a result of 26.
Enough to beat the DC20 by 5 (or more) so I can add my WIS bonus to the healed HP.
So everyone would heal their Level + 2 from the Heal skill and another Level from a full nights rest (natural healing)-
So that should be about 4+2+4=10HP.
It will really cut into my heal kit, but it may be worth it to save some uses of the wand.

Can you treat yourself and can you aid another to treat yourself?


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

So looking at HP ...
Simon: -19
Emily: (was full, now 50%?) -14
Dalkk: -18
Maglin: (was above 50%, now 50%?) -12
Vuzi: (was full?, now 50%?) -18
Cain: Was saved by his tough hide from actual damage

If we go with the first aid plane from above, and the first 7 CLW-uses from my wand, we should be all fully healed by the next morning.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

It takes an hour to treat deadly wounds. Dalkk, Simon, and Maglin are not awake at the same time under the current watch schedule. We could wait around here for another 5 hours, but I'd prefer to keep moving.


The Man. The Myth. The Mask!
DW Duck wrote:
GM Choon I just noticed that on my formulae known list for level 1 extracts I took Enlarge Person twice. Permission to replace one of them?

Yes


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I'm not 100% sure Heal can be used that way, I think it depends on the definition of Deadly Wounds. It sounds groovy and could certainly be used to offset healing. Simon was up for 3 to 4 hours and certainly could treat most of us without a time delay, treating deadly Wounds doesn't appear to require a sleeping target. It might even require an active one.

I could be way off of course, it just seems a little off and would like GM Choon to approve it.

Logistically we could make it work. I think we're going to continue a theme of having more time then we have ability, so adding a few hours doesn't really kill us. Heal skill doesn't require ranks, so any 2 sentient creatures could in theory take 10 to Aid Simon.

Before bed treat Vuzi and Cain (added 2 hours), during first shift treat Dalkk while aided by Dalkk and Skaggs, after Maglin wakes up, heal him. In the morning Simon treats himself or Dalkk does with everyone's help (need 3 Aid Another's plus guidance to get to 25). Adds 3 hours to our day? Less if we can cycle one of these during our short rest.


The Man. The Myth. The Mask!

Such a thing is acceptable. However, more that each instance of treatment requires two uses of your healing kit.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
DW Duck wrote:

It's a beast man, I failed a hell of a Fort save. I haven't had a follow up with the surgeon yet, but the wound care nurses say all things considered I'm healing at record speeds. If I can keep this pace up then they think I'll be back to myself in about a month. If not, longer. I'm very eager to get back to work and my normal life.

The hardest part of this process though is mental, no physical. I've healed off stab wounds and s&#% like that before, but I lost all my memories when I was younger and woke up in a hospital. After that fall out I developed a real fear of hospitals, doctors, and the like. The physical healing I can handle, but things like swallowing my pride, managing my ego, not assaulting members of the medical community are the tough parts.

Sounds rough man. The mental parts are always the worst for me.

I work at a VA hospital. NOBODY wants to be here. Thank goodness I'm not in direct patient care I'd have been fired by now.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

That wipes out a full healing kit in 1 round. It does heal more then a potion of Cure Light Wounds. On trip #2 it may be cost effective to come down here with 10 kits. In the mean time though... (Total heal doesn't include animals or familiars)

DC 20 - 2 Uses Healer's Kit (10GP/50GP) - 4 HP Each / 20 HP Total
DC 24 - 0 Uses Healer's Kit (0GP/0GP) - 4 HP Each / 20 HP Total
DC 25 - 2 Uses Healer's Kit (10GP/50GP) - 6 HP Each / 30 HP Total
DC 29 - 0 Uses Healer's Kit (0GP/0GP) - 6 HP Each / 30 HP Total

We wouldn't get the wisdom bonus, but we would get to heal 4 points each by taking the -4 for not using the healing kits. With Heroism on Dalkk could assist at that point as well and save time.


The Man. The Myth. The Mask!

To make sure I'm understood, having a healing kit is necessary to perform this action. No kit? No Treat Deadly Wounds.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Asking for clarification not demanding... Is this per house rule? I'm totally fine if it is of course but harsh as our challenge is I hope you'll forgive me asking.

Treat Deadly Wounds

PFSRD wrote:
Requirement: You must expend two uses from a healer’s kit to perform this task. You take a –2 penalty on your check for each use from a healer’s kit that you lack.

This would seem by RAW at least that it can be attempted while lacking the resource. Of course maybe the implication is that it can't be done without at least an empty healers kit? A healers kit with all bandages expended would still include tools used in healing. Tweezers and other non disposable tools.


The Man. The Myth. The Mask!

Ahhh. I see. When I last read that I must have had video games on the brain because I thought, "You have no uses so it's gone!"

Duh. No it's not. Stupid head. It's just out of consumable bits.

Pardon me. Carry on.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

No worries... I'm still not 100% sure I'd deem it kosher to use this way in one ofy games. It seems to be wound specific and I don't know if I'd call any normal battle wound "Life Threatening". It probably could use a rewrite. Maybe just change the DC to 25 and allow people to use up healers kit resource to give a +2. After all I imagine even a novice healer could find a way to patch someone up with 10 (all) uses of the kit where a pro could get by with just 2 bandages/stitches


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Hospitalization sounds rough, I hate when something about my body isn't working properly.

To be sure, we've decided to head east?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

East has my vote, stick with the plan


The Man. The Myth. The Mask!

Note: I have just learned from another game that you cannot take 10 on aid rolls.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

GM just melted some cheese. Dalkk has +8 Heal, +10 with Heroism or +9 with Guidance, so he should still be able to assist Simon.

Choon how do you feel about Dalkk aiding Simon's check, Simon failing, and then Dalkk trying it with Simon aiding Dalkk. It feels a little cheesy but I could also see it as a "ye daft fool, lemme show ye how iz'done".


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I think heal checks are one of those things where you don't know quite how well you've done until the next day. You put some bandages on someone, but you can't tell if they're too tight until you've seen if their wound has actually healed or not. That sort of thing.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|
GM Choon wrote:

10,000 rusty but usable nails in an iron box

PRG:CRB wrote:

Fishhook

Price 1 sp; Weight —

This metal hook is little more than a stiff, bent needle.

Ahem.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Except if you are trained in heal you can totally have a heal check to see if you or whoever did it right


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Most of the entries for Heal skill options say,

"Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure."


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

I meant IRL
Sorry
First post was eaten


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

That makes more sense, no worries.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Well ups.
"Sorry guys, we'd not intended to disturb your ... coin-Jenga..."
:-)


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

This encounter is actually a bit more interesting than I first thought. The Ogres can attack us with their 10ft reach from inside their room, but we have to enter the room to hit them back. This lets all three of them hit at once, which isn't what we want.

Ogres are dumb, though, and like to charge. I suggest we back up and engage them in the hallway, where they can only come at us 1 at a time and we can still melee them.

I wonder what the one who looks different is.


The Man. The Myth. The Mask!

*evil steeple fingers*


The Man. The Myth. The Mask!

Everyone please make sure you have your CMD in your stats under your name please. Why? No reason...


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Dwarven hatred and defensive training vs giants will be pushing Dalkk to the front. AC 29 and CMD 26 vs giants. I plan on fighting defensively to boost that further next round. I likely won't be doing much dmg this encounter but so long as I can keep there attention I'll make a hell of a shield.

GM note that it is CMD 30 vs Giants using trip or bull rush


The Man. The Myth. The Mask!

Haha! I thought I smelled some hatred in that post.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Oh geez I hope I wasn't too subtle with my intentions and references... >.>

Legit though I was shocked to see giants. I was actively trying to trade off giant defensive training but nothing looked good so I left it thinking it would be a waste. Thank you for proving me wrong haha

Also, just speaking out loud here... Greasing the dwarf brings CMD up to 36 if Maglin can find in character justification for it. Hell even with penalties this might make a good mega dwarf moment.

Also I need to trademark "The dwarf said stop!" And slip greasing the dwarf into mundane conversation


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

And here's Cain over here with a ,CMD of a pidly 12 lol


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I keep forgetting that you use WIS not STR. Seeing you play it has actually made me do a lot more research on it, and with almost everything else pathfinder improved on the old model.

You dish out the damage though. I was thinking as Dalkk was trying to push Emily out of the way that Cain and Dalkk could be sword and shield.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Cain doesn't have a reach weapon, does he? Because if you do, then drinking the infusion of long arm you have on you would up your reach enough to hit ogres from behind the dwarf.

We could still get there by burning an enlarge person. I'd love to hear thoughts on that.

Dalkk, do you really want me to grease your dwarf?


1 person marked this as a favorite.
Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -
Maglin wrote:


Dalkk, do you really want me to grease your dwarf?

*lol*

It's time for Simon to go, he has seen everything and more so than he intended to ...


1 person marked this as a favorite.
Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Wait...there wasn't...no...

Definitely no room for interpretation there. I'm just talking about rubbing grease all over the short, stubby...dwarf. *Makes a decision not to wink*


The Man. The Myth. The Mask!

I think that's the fastest something has gone south since the succubus grappling thread.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Cain does not have a reach weapon but he does have a ranged one


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

You say short, but I think he's technically a medium size. I'd love for Maglin to grease my dwarf and make him bigger.

++Pause for rimshot++

Even with the penalties to enlarge I should make a decent wall. A great question for GM Choon though... Can Dalk stand in the middle of the hallway?

If Dalkk isn't forced to be on a grid square he should be able to prevent the ogres from walking past him. If Cain wants to stay in range with long arm he could stand behind Dalkk. Other reach options is the Dwarven chain mace on Dalkk's lower back and Vuzi's long spear if she doesn't plan to use it. -4 penalty if non proficient of course, but and alternative if you don't want to range.

Honestly though I think wed be fine with a greasy dwarf and 4 PCs putting the hurt on from out of their reach via crossbows and such.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Wow how can something go south faster than a succubus grappling thread?

Vuzi has a reach weapon.


The Man. The Myth. The Mask!

[Url] http://paizo.com/threads/rzs2pa2b?Succubus-in-a-grapple#1 [/url]


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Well, the succubus in a grapple thread became one giant innuendo at literally the earliest available opportunity, so I'm inclined to say that it can't.


The Man. The Myth. The Mask!

It's probably the best thread on these boards. And I fail at linking, apparently. That's what insufficient sleep gets you. Bed time!


1 person marked this as a favorite.
Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

The legit question in that post reminds me of something that happened in the game I GM. I'm not a fan of standard races and encouraged less used classes and races.

The Urban Ranger Dhampire was at the Inn sleeping during the day when the rest of the party got their next clue in their investigation. The Brawler Giant offered to go get him. Being player by a gruff blue collar stereotype no one was terribly surprised when the Giant woke the Dhampire by pulling himself out of his pants and smacking the Dhampire in the face with it. It is important at this point to note that when I asked, the Giant specified that he removed his pants entirely for this maneuver.

That could of been the end of it, but being a stickler for rules and unintended consequences I reminded the Giant Brawler that he has Improved Unarmed Combat and has the right to roll for lethal damage as he just struck a helpless opponent. No crit, but he did roll max damage.

The Dhampire woke up angry as heck. When the Giant was done laughing he went to put his pants back on. I pointed out to the Dhampire that his opponent is attempting to retrieve an item in the Dhampire's threatened square and that gives the Dhampire the right to an Attack of Opportunity. The Dhampire chose to do so, and missed.

This has become a bit of a running gag for us now with the Dhampire failing to land a single counter attack for no reason other then bad rolls.


The Man. The Myth. The Mask!

Hahaha! Epic.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

That's awesome.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

So ... The Dampire got a giant D. ... to the face.
That's just ridiculous - not to mention awesome ^^
Reminds me of a gnome bard-rogue that went courtesan (male) to earn money, influence and secrets (not to mention a pile of bastards everywhere we went...)

Worked well until he tried that on a group of traveling Norsemen (think frost giants from Thor films crossed with Vikings).
Our GM skipped the censored part but informed the gnome that he has taken 50% of his live in lethal damage that night in addition to three points of permanent Constitution damage and may not sit down for the next week ...


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I'd watch that movie... You know... For historical value...

Also explains why a courtesan might want DR...

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

That stands for Dick resistance right?


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

pfrrrrharharhar
:-)
This thing is getting out of hands, I nearly choked on my coffee on this last one ^^

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