First question: Does this Adventure favor any particular Faction (i.e. exclusive Boons, salient plot elements, achievable Faction Objectives, anything like that)?
Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14
GM Tyranius, There is some debate about whether Dawnflower Dervish {link}
can use inspire courage non-dance to inspire other as a normal bard. The description for the Dawnflower Dervish is different from the other archtype Dervish Dancer which also has battle dance, but it replaces the normal inspire courage bard power.
If you could go ahead and rule for your games if the Marra can use the battle dance as well as the non battle dance inspire courage or just the battle dance form?
Ok Reading through a bit here it looks as if a few of your abilities are altered. So with a Dawnflower Dervish your inspire courage, inspire greatness, or inspire heroics bardic performance no longer affect the party but only yourself. The rest of your performances not named still affect the party.
Any preferences for the pregen I play? A cleric for a bit more healing?
(although, looking at it, if you play with just the four of you, you will be high tier, if I join with a pre-gen you'll get dragged down to the low tier. If you wanted to play high, I'll drop out.
Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30,F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17,Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9
We are low tier either way. 35 rounds to 8.7 and since we are less than 5 or 6 we play down. I would prefer to play down so we cannot be destroyed in high tier
”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None
”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None
Isn't the DC for a vertical jump 4x the distance? That said with his speed and the rope, Xiaobo should be able to get pretty darn close anyway and easily do the 20' horizontal jump.
So a 50' vertical jump is DC 200 before all the "S" modifiers (slope, stability and slipperiness). But there may be some neat monk archetype or feature that changes that I'm not aware of.
Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30,F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17,Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9
You are correct DC should be 75 to be adjacent. Forgot to add first 5ft. However I may have lucked out. Marra goes first giving me a +2 on roll and that puts me at 75 lol
Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30,F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17,Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9
Gm most important thing about this character is that he pings evil with his aura do to his cursed ion stone. He has payed atonement but as long as he holds it he still pings as evil
The Erinyes is 20 feet above and you are looking to grab her feet which would place the DC at 60. You are correct on your DC 75. The bad news is that for all jumps the Dc is doubled if you do not have at least 10 feet of space to get a running start.
PRD wrote:
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start.
Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30,F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17,Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9
Monk is always considered to having running start
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30,F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17,Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9
I will also leave this call up to you as I have never had it come up. A maneuver master says that if anyone performs maneuver against him that he has the improved feat for then it provokes an AoO. Does this include trying to break a grapple with a CMB check as if it succeeds then you are now grappling me
yup, Thanks that sounds good to me. I just wanted to make sure before I cleared the post :)
I would think that breaking the grapple would not provoke as you are simple pushing them away but reversing the grapple would as you are twisting around and starting a new grapple.
Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30,F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17,Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9
So I hope me just taking ng the roll on this combat is going to upset anyone. I saw a possibly amazing feat and I took it. I normally just keep the combat in our favor and let party deal all dmg. Again hope it doesn't make anyone mad
”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None
Nah, having a springy monk do cool cinematic monky stuff is cool.
Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30,F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17,Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9
Is there anyway that this game will be done for start of game day. I would love to play this character in the special but didn't know if I would be able to.
Not using a map for this one as distances are going to get insane. That is the map from the previous fight. The rest ongoing from here a map looks to be provided.
Yea, Sorry. Have to follow the scenario as written and Maneuver Masters are insane with what all they can do. If he hadn't grappled the first fight with the Erinyes it would have done a ton of damage across the party and even dropped a few off the cliff at the 150 foot mark.
They are bit broken IMO with as much as they can do to instantly shut down a fight.
”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None