Ascension - Thieve's Guild (Inactive)

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Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Well you arent any worse off than me, and theres practically always Haste.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Thats true and we do have peeps for chasing down enemies. Eh, its just a rethink at this stage and would have to wait until we get a fat payout at least.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

GM Ascension - can you describe the people in the alley at K.48-50?


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

^ Sic plans on climbing to the roof and moving to L.45 but his action will be dictated on who I see.


From left to right.

A woman wearing a breastplate and wearing a guard uniform. She holds a quarterstaff, and also has a light crossbow hanging from her back. Still sickened.

One of the three guardsman, the only one not effected by a cause fear spell. Not sickened (he was never in the cloud).

A man in plate mail and wielding a bardiche.

DC 15 climb check if you go the climbing route.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

Will post soon.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

In my mind I was thinking, I could ready an action that would speed up doing a CDG. But i'm guessing I can do that as a readied action. So I will wait to see the guy fall asleep.


Even when you ready an action you need to specify what action you want to take (attack, cast a spell, move, whatever) and under what condition you would take it (enemy moves, enemy attacks, enemy casts a spell, ally gets into a flanking position, etc).


You could just delay.


He did use a move action on his previous turn already.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

Sic: You have mail!


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

I need one of tout guys to control me this week. I'm extremely busy this week.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

sorry for the delay. Gm I think Im going to need a map to see where the cloud ends so I know which way I want to move. Thanks


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Hope I didnt just botch my round to not fully understanding jump through acrobatics...also definitely need to slot some ranks in that.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

With the movement speed from Haste, you are actually getting a +4, so your modifier would be +1. As long as you get a 10 foot running start, the DC is equal to the distance.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Ok cool. so aside from the bonus I should be able to get to where I want to which should effect all of the Seven's lapdogs...and yah, lucky, lucky dice rolling that round...or can we say pwned!

If anything it will give the witch another save to have to make and the Shaken status before you and Drovic nail her.

Scarab Sages

Haste is actually +4 per ten feet. I don't remember what Sic's final speed with armor is, but he probably gets more than plus four.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

The rules for jumping specify that you get a +4 bonus for every 10 feet above 30 foot speed. With Medium armor, Sics based speed is 40 while hasted, so just +4


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

thanks guys. the acrobatics wording kind of had me confused O.o


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

A thought just occurred to me about the caster and being on fire. Assuming your average 14 dex, +1 resist cloak level 6 caster, her normal reflex would be +5.

Dropping to 0 dex would make a difference of 7, so -2.

The reflex DC to avoid the fire damage should be 15, seeing as once the magic of Blistering Invective has done its thing, the burning is just your average mundane "caught on fire".

So really, a 17+ would make the save, right?

Unless I'm (likely) missing something.

Also, in my little quest to figure this out, reading the rules for catching on fire, you actually take damage immediately upon failing your first save, so she should take another 1d6 damage before she fell asleep. More importantly, being on fire, you take damage once each round, suggesting that she wouldn't need to save against the fire until it was Sics turn again.

Enviromental Rules for reference.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11
Anthony Krast wrote:

A thought just occurred to me about the caster and being on fire. Assuming your average 14 dex, +1 resist cloak level 6 caster, her normal reflex would be +5.

Dropping to 0 dex would make a difference of 7, so -2.

The reflex DC to avoid the fire damage should be 15, seeing as once the magic of Blistering Invective has done its thing, the burning is just your average mundane "caught on fire".

So really, a 17+ would make the save, right?

Unless I'm (likely) missing something.

Also, in my little quest to figure this out, reading the rules for catching on fire, you actually take damage immediately upon failing your first save, so she should take another 1d6 damage before she fell asleep. More importantly, being on fire, you take damage once each round, suggesting that she wouldn't need to save against the fire until it was Sics turn again.

Enviromental Rules for reference.

I read the same thing this weekend. I thought the fire from the reflex save should come on Sic's turn.

"Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately." By rule it should be a complete round before she saves again ie Sic's turn.


Ongoing status type effects, poison, bleed, being on fire, hold person, etc, always trigger the effect (and possible saves) on the effected characters turn. I presume rules wise this is done to ease bookkeeping, rather than remember who applied the effect and at what init order. (Forum posters then ask if a player can delay their turn to delay the status effect, to which the devs have responded no, in that case start tracking the actual init count and apply it then). It's a whole 'fun' complicated side effect of trying to keep the rules simpler.

Regarding the saving throw needed she is suffering from -2 to saves from Sic's intimidate as well.

The initial DC to catch on fire or not was 16. All future turns to have the fire go out are 16 as you've noted.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

"Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire."

"Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately."


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

That wording should give us one round of the witch being asleep.

Boy oh boy did that spell open a can of worms or what?


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

You can't take the ongoing damage twice in one round can you?


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Quoting from the Enviromental Rules

Catching on fire wrote:
In each subsequent round, the burning character must make another Reflex saving throw.

The character might still save on their own turn, but damage is limited by Round. Since it wont be a new Round until after me and Vaeks turn (according to the initiative track you posted a while back), she shouldnt be awake before she gets attacked.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

either way between the Demoralize effect and the ongoing fire damage I dont know how she'll get a spell off. Gonna be lots of minuses to that concentration check.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Eh, the concentration check for continuous damage is 10 + spell level + damage, so even assuming 6 damage on the burn, thats 18 before spell level...Actually come to think of it, thats pretty decent.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11
Anthony Krast wrote:

Quoting from the Enviromental Rules

Catching on fire wrote:
In each subsequent round, the burning character must make another Reflex saving throw.
The character might still save on their own turn, but damage is limited by Round. Since it wont be a new Round until after me and Vaeks turn (according to the initiative track you posted a while back), she shouldnt be awake before she gets attacked.

This.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Plus the -2 to saves for demoralized.


Drovic Rylin'dar wrote:


"Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately."

I believe this is correct, and an additional immediate 1d6 should be applied to those who caught fire.

Will address the rest when I'm not at work and have had some time to look further into rules interactions.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

For reference, Acid Arrow has similar wording, using Round. Just to give an example that the term "Round" is distinct from "Turn".

This is probably written somewhere in the rules, but I just grabbed the spell for reference instead of searching for it.


Sorry for the delay. Found out the intent of blistering invective. The intent is that the burn damage (and save to stop burning) should happen on Sic's turn. Waiting for enemy members to declare their actions now.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11
GM Ascension wrote:
Sorry for the delay. Found out the intent of blistering invective. The intent is that the burn damage (and save to stop burning) should happen on Sic's turn. Waiting for enemy members to declare their actions now.

Thank you for taking time to research this. I know it is easier when it goes our way, but it is nice to know you did your due diligence.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

^ No doubt! Appreciate the time GM Ascension takes to make sure all the i's are dotted and t's crossed to keep it square.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Its hip to be square, dada, dadadada!


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Tony will get a save each round so not sure if you want to dispel.

Maybe time to for Mage Armor? or blast that runt with something to slow him down. Glitterdust would be cool too in case he decides to go sneaky again.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Which building did those guys come out of? Any chance Sic's thunderstone hit them too?


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Im slipping fellas...forgot about my Determination ability. I could've maybe kept Drovic from that attack...and Sic too from the earlier one.

Determination:

At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.


Wow, after some horrible rolls for the enemies NPC guardsmen, this round put some hurt on.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Sic, now would be a good time to force a reroll on the magus who just popped out of nowhere. Good thing you remembered Determination :)


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

Without line of sight, how did the healer know where the downed guy was?


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Good call Tony and yah, it does feel like they just got thrown a life preserver before a TPK went down.

Ill wait on a map to make a post though.

Sic really needs selective channel...contemplating and open to suggestions.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

Do they all not have free rebuilds?


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

These guys cut off Vaek's hand and instigated this fight. This is pvp. There should be consequences. This was a TPK and deserved.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

I was going to let the halfling go. I will die to kill them all now.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Id guess so. Gm was very cool about rebuilds and we also have an extra life.

Id guess they aren't liking having the tables turned and taking it on the chin though. Plan backfired! Mwah hah hah!

If possible we should kill every last one of these guys. The 'here I come to save the day' magus too


Drovic Rylin'dar wrote:
Without line of sight, how did the healer know where the downed guy was?

My error on this one. I was thinking she was closer when I did the write up, but correct, where she is on the map she wouldn't have been able to see him. Will have to adjust her actions to something else.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

Sorad needs to full attack the newly revived guy so he is graveyard dead.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8
Drovic Rylin'dar wrote:
These guys cut off Vaek's hand and instigated this fight. This is pvp. There should be consequences. This was a TPK and deserved.

This times 10!

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