DM Dan E |
For fear I'd be more inclined I guess to give you a concentration check to maintain the cast before you leg it.
Unfortunately for panic you drop the wand which I'm inclined to think interrupts the spell given your supposed to wave it randomly at your target while using it.
Adding to list of issues to confirm.
Joana |
Something that occured to me did Nuveril's damage include her witchunter bonus? If not another 6 damage to the CK.
No, it did not. I didn't even think about him possibly being a caster. We'll take everything we can get at this point.
That gnoll priest's dispelling bless becomes key for Khalid. :P Sure you don't have an extra +1 in a pocket somewhere?
Grall |
The issue is that you gain the panicked condition but can't act with it until your turn so technically I think the Carrion King should still be pinned until Sajan's turn even if he fails and then he will release him as a free action and flee. Otherwise it would say you act on the effect as an immediate action...could be wrong though...just my opinion.
Part of the problem of having a turn based game.
Sajan Krama Sumna |
As discussed a few months ago, I tend to roll the re-rolls for people when using ki in that way. Besides, Khalid's dice can't be trusted.
As for the grappled info you found DM... Not particularly relevant to Sajan as he always seems to be the controlling grappler and has to maintain it rather than full attack.
I've said all along the flurry rules 'clarification' is a retcon and this is only yet more evidence to support this.
My only conclusion is that SKR and JB hate monks. I don't think they honestly know how they work (a trait many people on this forum share to be fair).
I mean, their main argument for the retcon- 'Its not fair to allow TWF with a single weapon, we don't let the two-weapon fighter do that'. They are looking at that completely in a vacuum, ignoring the other class features of both classes.
DM Dan E |
1. Fine with Sajan doing re-rolls as before.
2. Grapple
Dex penalty. As you say, struggling to see it as a net bad for Sajan to be honest. He gets a net +7 to maintain, a creature using escape artist to break gets a starting -2 at the con of a +2 to regular break. Rule seems clear.
Not 100% on a graplee needing to empty its hands to break without the -4. However its in character here so I went with and I'll look at it in more detail later.
3. Conditions
Generally I see conditions applying from the moment they take effect even if actions are delayed due to initiative. Not an issue here though so another to look at again when its relevant.
4. Khalid's dice can't be trusted
Yep agreed :)
Dice seem to want this one to go to the wire. Will let Sajan use his roll for another grapple/attack as he likes.
Sajan Krama Sumna |
I could have said with 100% certainty yesterday that I knew DM would roll whatever ludicrously high number he'd need to escape the pin.
DM, did you note the 30 damage Sajan dealt? Didn't see any confirmation or description so thought maybe you missed it.
DM Dan E |
I could have said with 100% certainty yesterday that I knew DM would roll whatever ludicrously high number he'd need to escape the pin.
DM, did you note the 30 damage Sajan dealt? Didn't see any confirmation or description so thought maybe you missed it.
It was odd. I forgot the guidance initially and thought to myself "OK he needs an 18, you know I think he's going to get that". Preview "18" :)
Certainly did. Subject to a miss roll you would have cleaned him up at the middle of round 16 if Grall hadn't ended him at the top :)
DM Dan E |
To clarify your haste has just gone down, Grall's blur is down. About a minute left on bull's strengths. Nuveril is fatigued, assume Grall is as well unless he maintained. Your in the middle of loot, heal, detect etc when the gnoll interrupts you although Sajan has snatched up the gnoll king's loot. If Linah would have rather spent a few rounds tapping people with her wand rather than looting then feel free.
Re saving throws.
My stated policy is that I do them whenever having you do them would slow things down (such as mid someone else's action). However I've been deviating from that all over the place, generally because it seems like people would prefer to make their own especially when its important.
I'd like to be more consistent so what would people prefer?
Joana |
I prefer AK to roll my saves. ;)
I'd prefer it to be consitently one way or the other, rather than a mish-mash of Dan rolling some people's saves and other people rolling their own. The thread can certainly move along faster when the DM rolls all the relevant saves in the same post as the trigger, and I find it takes some of the pressure off in my games where the DM rolls by eliminating that tension between realizing you have to save and actually rolling the die. But people with a non-abusive relationship with the dice roller obviously feel more secure rolling their own dice. At the table, I certainly wouldn't let anyone else roll for me, but since we're effectively all using a communal die in PbP, I don't get that possessive feeling about my dice in this venue.
DM Dan E |
Yes thats an awfully weak decider :)
OK how about this. You roll your own saves excepting only where doing so will clearly cause a major slow-down (so for example mass saving throw during an enemy impulse ala the AOE panic). Thus we remove any "its important" test (which to be honest I applied on an ad-hoc basis) and I simply apply the above standard.
Reasonable?
Zeladiel Araxyll |
I'm happy either way. Where there is no slowdown, players should always roll. But, when the save has an instant effect that changes the way the next impulse may behave, I say DM Dan rolls so the next impulse doesn't have to wait. $0.02.
(Which I think is what Dan just said... :-)
DM Dan E |
Loot (* is magical)
Carrion King
Large half-plate (will take some effort to remove unless your dragging the big-guy around somehow)
*Medium scary looking greataxe
*Ring
*Belt
Attendant Priest
*Cloak
*3 scrolls
Gnoll Captain
*Breastplate (also with some effort to remove)
*Bardiche
*Potion
Archer
Mundane Composite Longbow (str 18)
*Studded leather (also with some effort to remove)
Quiver with 14 arrows (2 of these seem to be coated with some kind of poison, good for a short period before they dry out)
Masterwork scimitar
Armory
* Scorpion Whip
Priests
*3 wands
Other (not really sure what stage you are with taking mundane items, taking these will impact on your time and weight)
7 Greataxes
14 Scimitars
3 Longspears
7 Javelins
2 Sacks (with what seems to be hollow human heads filled with wasps)
DM Dan E |
And Ghartok for those interested. Pretend to be surprised by the soon to be identified magic items.
GHARTOK, THE CARRION KING CR 8
XP 4,800
Male unchosen unholy warrior 4
CE Large humanoid (gnoll)
Init +5; Senses darkvision 60 ft. deathwatch, scent; Perception +5
Aura evil
DEFENSE
AC 24, touch 9, flat-footed 22 (+8 armor, +2 deflection, -1 Dex, +2 insight, +6 natural, -2 rage, -1 size) shield of faith
hp 129
Fort +16, Ref +1, Will +5 (resistance + 1)
Defensive Abilities fearsome resolve, foresighted; Immune mind-affecting effects
OFFENSE
Spd 35 ft.
Melee Goreshred +16/+11 (1d12+16/x3) and bite +11 (2d6+5) [ +1 bless, + 1/ +1 df, guidance +1 1 attack]
Melee power attack Goreshred +14/+9 (1d12+22/x3) and bite +9 (2d6+11)
Special Attacks ferocity, loathsome strike 1/day, rage (16 rounds), channel negative energy 4/day (1d6, DC 11), roaring fury 1/day
Spells Prepared (CL 2nd)
1st – divine favor
TACTICS
During Combat The Carrion King casts divine favor on the first round of combat, then enters his rage before attacking foes. A loyal creature to the Rough Beast, he hates the priesthood of Sarenrae with a passion and attacks obvious clerics and paladins in her service first. He saves his roaring fury to use if he gets surrounded by foes, and his loathsome strike for any foe that strikes him as particularly clean and dainty, taking great glee in “messing up the pretty faces of the world.”
Morale The Carrion King is arrogant—he cannot conceive of losing a battle once it is joined, and fights to the death as a result.
Base Statistics AC 24, touch 11, flat-footed 24; hp 98; Fort +14, Will +3; Melee Goreshred +16/+11 (2d6+13/×3) and bite +9 (2d6+4); Str 26, Con 22; Skills Climb +14
STATISTICS
Str 30, Dex 8, Con 26, Int 8, Wis 13, Cha 13 (17 eagles splendor)
Base Atk +7; CMB +18 (+20 to bull rush); CMD 29 base 27 -1 dex +1 size +2 deflect +2 insight -2 rage
Feats Cleave, Diehard, Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +2, Climb +14 (raged with armour), Intimidate +7, Perception +5, Stealth -5; Racial Modifiers +4 Perception
Languages Common, Gnoll
SQ fast, unholy warrior domains (hate, wrath)
Gear large half-plate, Goreshred (Medium +1 human bane greataxe), belt of mighty constitution +2, ring of protection +1
SPECIAL ABILITIES
Fast (Ex) The Carrion King gains a +5 foot bonus to his base land speed.
Fearsome Resolve (Su) Once per day when his hit points are at 58 or less, the Carrion King can attempt a Fortitude save (DC = 10 + the HD of the last opponent that struck him) to heal 2d8+5 points of damage as a free action.
Frenzy (Su) The Carrion King is too angry to die. He may continue
to fight until his negative hit points exceed his Constitution core.
Loathsome Strike (Ex) Once per day, the Carrion King may add his Charisma bonus to his attack roll—on a successful hit, in lieu of normal damage, he deals 1d8 points of temporary Charisma damage.
Rage (Ex) The Carrion King can enter a rage (as a barbarian) for up to 16 rounds per day.
Roaring Fury (Su) Once per day, as a move-equivalent action, the Carrion King may emit a fierce roar that forces all living opponents within 30 feet to make a DC 13 (15) Will save or become panicked. This is a mind-affecting fear effect. The save DC is Charisma-based.
Ferocity (Ex) An unchosen becomes enraged if mortally wounded. It continues to fight without penalty even while disabled or dying, and as long as it has less than 0 hit points, it gains a +2 bonus on attack rolls and all weapon damage rolls.
Foresighted (Su) An unchosen’s trepanation has partially unlocked an almost psychic ability to sense peril. It gains a +2 insight bonus on Initiative checks and to its armor class.
Edit: Most interestingly he had a 1/4 chance of sending Sajan comatose with loathsome strike but I couldn't think of a decent non-meta way of him divining his charisma :)
DM Dan E |
I say take the magic, leave the mundane, unless there's something someone wants to put to immediate use. Large half-plate probably has a decent resale value, but I don't know if it's worth the time and encumbrance. It's all too big (or too arcane in nature) to interest Nuveril. :)
Pity I'm sure your SS character would have have endless fun with the wasp head things...
Nuveril |
Will go ahead and roll for hit points. 1d12 ⇒ 4 Bleah.
You realize if she survives one more level, she'll finally actually get low-light vision, Dan? Kind of motivates you not to kill her, right? ;)
Keen Senses (Ex): At 7th level, the superstitious barbarian gains low-light vision (triple normal vision range in dim light if she already has low-light vision). At 10th level, she gains darkvision 60 feet (or adds 60 feet to the range of any darkvision already possessed). At 13th level, she gains scent. At 16th level, she gains blindsense 30 feet. At 19th level, she gains blindsight 30 feet. This ability replaces damage reduction.
Don't know what to pick for a rage power. I like the mechanics of the World Serpent Totem chain, but the fluff's all wrong for Nuveril's tribe. Roused Anger could be handy, but you'd better be darn sure it's the last battle when you use it because exhausted for 10 minutes per round of rage is crippling if you have to do anything, including move anywhere else, after the fight. Ghost Rager is cool, but considering we haven't fought anything incorporeal yet, I'm not sure how useful it would be in this AP.
DM Dan E |
Well its almost like she's had it all along :)
We can play around with the fluff on World Serpent to suit. Outsider bonuses will be often used although its maybe a little meh mechanically.
Like the imagery with Ghost Rager. There will be a few fights where it will be useful. It would be nice for one of the optional add on bits I am hemming and haring about adding (and frankly if you take it I probably will add to give you more mileage out of it). I'm going to stress the few though and you won't get much if any use (of the incorporal hitting power at least) in the last few books.
Another worth considering is Spell Sunder. It seems to me to be pretty abusive with the right build but Nuveril has definately not been built that way and it progresses Nuveril further into the anti-magic fighter niche which differentiates her from the others. The mechanics may not be what you have in mind though (constantly missing with it would be pretty frustrating I guess).
Still some gnoll fighting left but you'll shift to magic using outsiders more and more as the AP progresses.