Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

DM, do you think it possible to use two move actions to move a flaming sphere 60 feet instead of 30 feet as long as it doesn't collide with anybody? I searched the boards for an answer to this but the community is very divided.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

yeah i googled for an answer to that one but all the stuff i pulled up was about using two moves to direct two spheres being ok.

why would anyone object to moving a single sphere twice in one round at the cost of two moves?


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Some people say since the spell specifies the movement of the sphere being "30 feet per round" that means it cannot actually move more than 30 feet per round.


Double move is fine with me.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

In that case Daina will take a 5 foot step towards the party and double move the flaming sphere to the west.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Wow, nice one Nnn, very creative in solving that problem.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Yeah, I want to say I have used that power before in this campaign to try to solve things. If not, i definitely tried it in another campaign.

That said, thanks.

BUT, my entire action this last turn relies on the bad guys, or at least Grit, getting low rolls.

metagame stuffs:

Giant has +16 on a save DC 22, so only 25% chance of failure.

Grit, if he gets to save versus my power, has a +13 vs DC 20, so only 30% chance of failure.

If Grit is blinded and moves, he has +3 vs DC 10, so a 30% chance to fail, but he would have to roll that twice if he does a double move. So only a ~10% chance to fail both, i think (i'm no math wizard)

If Grit has to attack himself, his attack/defense penalties would even out but he has a 50% chance to hit/miss on each attack. But each attack is a crit, so yikes on that.

I really need this giant in the collective, so anything that can debuff his Will (or dispel his Will buff) would be good. If i can get him in, though he has a high chance to succeed versus any health drains i do, they will still do half damage. and i can use my new Transfer Attack ability to help mitigate some of Raun's damage and damage the giant.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Before I post, a refresher on magic and psionics for this game. Does Dispel Magic work against Psionics?


For simplicity's sake we've been playing that psionics and magic are the same for the purposes of Dispel Magic, etc.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Any chance this is just a big misunderstanding and the wanderer is just defending himself against the attackers in the night? Not something that would occur to Raun in her current state of mind but...

EDIT: Nvm, just read GM's latest post. Brain slugs it is :p


Hey now, Dark Sun did brain slugs first - Google tells me that "Raiders of the Chanth" in Dungeon mag predates brain slugs in Futurama by 5-6 years.

Also, black tentacles is kind of the ultimate invisibility purge - I didn't notice until working out the effects of the round that it targets "every creature in the area," whether the caster knows about them or not. Quite the happy accident.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Hi all. I am at the beach with family this week and have had much less me time than I imagined. Trying to catch up. Please bot me as needed. Pounce. Claw, Claw Bite, Rake. You know the routine. :) Don't forget the fatigue effect from Frostbite that has no save.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15
DM Under a Dark Sun wrote:
Also, black tentacles is kind of the ultimate invisibility purge - I didn't notice until working out the effects of the round that it targets "every creature in the area," whether the caster knows about them or not. Quite the happy accident.

Woohoo!


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

heh I'd definitely believe that, the ones from Futurama are just more fun :p


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

All, I am back from my trip and am trying to catch up at work and in my games. That was an exciting battle to read through. Quite glad Grit did not go silt diving. :) Thanks for running Grit in my absence DM Under a Dark Sun.


M Humanborn

Heads up,

My posts will be sparing for the next day. I will be flying on a trip. The trip will be mostly leisure, but I will be working via phone/laptop. As such, I will still have time to post.

If you are one of those folks that has estimated the approximate times I am typically online, I will be on at different times. Five hour time zone difference will have me signing off five hours early, but also a drastically reduced work schedule will have me begin posting much earlier.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Ohohoho, a philosopher. Well Mr.Wanderer, you just met a well-educated face who's being played by a well-educated player. Prepare yourself...

In a bit. I have nine hours of driving to do today followed by umpiring a double-header so I may not be able to post until later tonight. Sorry for the delay, but at the absolute latest I will post tonight.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Nevermind, girlfriend decided to drive the first part of the trip so I got a chance to post!


Got tied up last night, but will get a post up later today or tonight.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

what if we went to nab the codex and sword, sent Razzy to provision his ship while we are there, and then if we fail, take the skimmer to the Black Keep?

if Daina learns Teleport, it could be all the easier as we could have Razzy provision up and stage at the nearest place that Daina knows, and teleport back to there from Arkhold and leave immediately.

EDIT: and we could potentially get good teleportation images via collective from Razzy if he has been to a closer place personally.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Teleport is one additional person per 3 levels that would be 3. Plus large creatures count as 2, so we are a ways off being able to teleport the party. And going to places not well known have a pretty good failure chance…


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I'll definitely pick up teleport next level. With an empower rod I can teleport more at once, or alternatively I can just burn all my spells and take multiple trips.

I think we should stick with the original plan. We already went through the trouble of getting the Wanderer.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Agree.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

i meant what i sad as a follow up should we fail after doing this plan. not suggesting to change this plan.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Ah yes, I agree Nnn. It's never bad to have a plan B.

Let's go XP hunting then!


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

yeah, didn't mean to derail the current plan, not going to invalidate what work our lovely GM has undoubtedly put into it :p Alright, full (psionic) ahead!


OK, full steam ahead for Arkhold. I know you guys aren't much for planning and prep, but I'm going give you one last chance to plan and prep before hitting the dunes. (And yes, that's a hint that you ought to think about some planning and prep this time ...) Particularly, I'd like to know how you plan to find/dig your way into the mind-knight's tomb - the Warden, et al can probably get you in the vicinity, but there's no guarantee you'll have a direct route from there.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Swapped out Battlesense for Body Purification (will update alias later)

i can do this when preparing my powers (already did back at the villa with the rich folks, but have been lazy with updating)

I have nothing for digging except hands.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Can the silt skimmer crew offer us any tools? (relayed through Daina to the Captain of course :p) Otherwise... d'oh two levels shy of Move Earth. Does Daina know passwall maybe? I dunno, Raun has plenty of muscle to dig, but... oh could Grit turn into something with burrowing? Somethign that can leave a tunnel behind (so it actually moves the earth). Some sort of Dark Sun Ankheg or... well he's got that orb that lets him turn into a high level earth elemental, so he could explore and find the thing at least right?

I dunno, Grit seems like our best bet though being all druidy and such.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

What do we (incl. the Wanderer) know about the area and the Arkhold itself? And how well do we know the codex/sword thing? Enough for a locate object spell/power (not that anyone has it)? We have more of those feather find the path things?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit can fly from above to help scout the area. Once we are in the general vicinity he can become an earth elemental and use Earth Glide to scout. But Earth Glide does not make a tunnel, so even if he can find what we need with Earth Glide we still have to dig. I am pretty sure there is a burrowing form he can assume too to help with that.

Digging tools and even shoring tempers/bones would make a lot of sense if we can get them.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Pretty sure those feathers only led to the clones we had to find.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

FYI Grit's spell selection is finished. He selected a few digging assist spells at first and second, Communal Delay Poison at 3rd, Spike Stones at 4th that he will probably use to summon a Xorn which has a burrow speed of 20 - a good little digger.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Hmmm, choices.

Go in now, run the risk of reapers to get in, and spend the night with whatever haunts the hold. Possibly miss the enemy we intend to beat to the goal, as maybe they LIKE the spookies.

Go in early AM, run the risk of interrupted sleep/night ambush, don't deal with the night-time spookies of the hold but also delay our evacuation, as we would likely miss the next shuttle out of here, thereby staying another night.

Thoughts?


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

why would we be spending the night inside if we go in now? That'd be Raun's vote anyway. No more waiting!


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I say go now as well. Reapers should not be as bad as giants and other nighttime threats. (famous last words…. :) )


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Thirded. Time is of the essence, I say we go now.


It sounds like a consensus is building around moving into the ruins immediately, during the day. Let me know what, if anything, you are doing to try to avoid the dune reapers, or any other prep.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit will offer to attempt fly up to spot the reapers and guide the group around them at a "safe?" distance. This will slow the group down some but possible can avoid a fight. <<Is there some way we could divert them away from the area? Maybe summon something for them to chase?>>


Summoning a creature would certainly be a good way of distracting them. Is that something Grit can/wants to do, since he'll be flying? If so, let me know what kind of spell slot you are burning and what kind of critter(s) you want to summon.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

good ideas, agreed all around. My earlier post was not to favor one or the other, but to get a headstart on drawing our options. I am fine with the consensus.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

If no one objects Grit will enact his plan, which is to:

1) Scout out the general area of the reapers at the moment.

2) Send the party out away from them but in a circling arc to close in on the ruins.

3) Fly to the opposite side of the reapers, far enough away to not be easily noticed as a medium bird.

4) Summon a "horse", or the Dark Sun desert equivalent using a second level spell slot- something that is large and meaty, but at the same time can run in this environment. Grit has no intention of actually sacrificing an animal to these reapers if he does not have to.

If he can summon the thing close enough to the reapers and so that the reapers are down wind they may both see and scent the horse. The horse's instructions are simple - run! One the horse takes off Grit will fly high enough to watch both the party and the reapers, flying back to the party as needed to correct their course and keep they away from the reapers.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Sounds good Grit :)


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

I can summon a phantom steed if you want. It will be harder to catch and kill. Of course that will take up a higher level spell than a summon though.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)
Däina wrote:
I can summon a phantom steed if you want. It will be harder to catch and kill. Of course that will take up a higher level spell than a summon though.

would also smell different, and have a different heat signature, depending on how they hunt that might matter (if they use more than just eyes).


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15
Nnn wrote:
I would like to expend my focus to use my Transfer Attack ability as an immediate action on that ridiculous attack on Grit in Round 1, and transfer it to the magera in the collective.

Ohhhh, that's nasty.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)
Däina wrote:
Nnn wrote:
I would like to expend my focus to use my Transfer Attack ability as an immediate action on that ridiculous attack on Grit in Round 1, and transfer it to the magera in the collective.
Ohhhh, that's nasty.

when i saw that damage, my mandible dropped! i had to do something. and i felt bad that i didnt open with Vigor like i usually do.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

This reallocation of hit points from a channel is a strange thing to me. If some of the enemy are still alive can they be counted in the multiplier for the channel healing and then simply not given any hit points?


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Only if part of the collective I think. That is why we make sure to cut out each of their hearts before healing. /winkwink


Hey all, the boards were down last night when I tried to post. I will get an update in tonight.

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