Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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Gabriel is correct.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

While I'm a good bookkeeper for my IRL games, that tends not to be the case online, so I figure the sooner I ratify things, the better.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Oh, you are right, Omen the water Avatar who got played by Koh was probably worse. I guess I just prefer my spiritual leaders to have a high wisdom score.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Sometimes the Avatar needs to be a spiritual leader. Sometimes they need to be something else. XD I think Korra is pretty good over all, with some major ups and downs, but not all of those ups and downs are the storytellers fault. Nick yanked them around so much on how many seasons they were going to have I'm surprised there was a cohesive story at all.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

What Nick did to them this season was criminal. Speaking of spiritual leaders, I wander if Guru Pateek is still around drinking onion and banana juice.


I'm still figuring out exactly what's going on due to your actions, but getting out of the building is going to take a bit of time.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

If only we knew somebody stealthy and skilled with tinkering. =P


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

How does everyone feel about +3 to hit for -3 AC?


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Leave my AC alone! Though your skald abilities and my stone lord abilities are incompatible anyways. :-)


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Only defensive stance!

You could to decide one round to go balls-to-wall-offense and the next round stop and start up your defensive stance.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Anyone have a way to contact Rilka outside the forums?


So according to RAW the DC for a lateral jump check is equal to how many feet the jump is, in this case 16. However, if you do not have at least 10 feet for a running start the DC doubles, in this case to 32. But since Rilka does not have to stay level she could fall a certain distance and catch on, making the jump check easier but the climb check to catch herself harder with the lower her jump check is.

I've also given Rilka a chance to change her actions or reroll based on my oversight of the possibility to scale the wall sideways instead of jumping.


Dalton could easily catch Rilka with a levitate spell, however since the range of his levitate spell is 35 feet that means she would have to climb up and start over again. Pity it isn't a longer distance or Rilka could just magically float around and get the job done much safer. Which still could be done if Dalton somehow managed to get himself up there within 35 feet.


Oh, also, since she's up about 100 ft I assume the party can communicate with Rilka by yelling.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I miss Lindale's levitate on demand.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Rilka could climb back down, get the levitate, and then resume.


I am not completely sure on this, but my understanding is that for the spell to remain in effect the target must stay within the range of it.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Hrm. I don't see any wording to that effect. It's worded the same as any other spell.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Couldn't Dalton levitate himself and carry Rilka?


Gabriel Leoni wrote:
Couldn't Dalton levitate himself and carry Rilka?

Now that's thinking with portals. That would absolutely work considering how light Rilka is.


Ooh, some tough love there.

Despite Bjorkus's feelings creeping into the player, I actually like the interactions going on. As I told Bjorkus in a PM recently, I like to have my players emotionally involved in the world which is why I have them spend so much time exploring it and becoming attached to it. I made one of my players cry when an they were betrayed by a party member and it caused the death of an entire village right in front of them. Despite me feeling bad about making her cry, I had a sense of pride knowing I made a campaign that was something more than numbers and dice rolls.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

After our talk via PMs I'm more or less ready to move forward but Bjorkus definitely isn't.

His confidence is dead. Not dying, dead. It's going to take something big to bring him back.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Gabriel Leoni wrote:
Couldn't Dalton levitate himself and carry Rilka?

Yes, but the concern here is I can only direct movement vertically. Horizontally, there is no gravity, so it's akin to a spacewalk - and Dalton has much more mass than Rilka, so maneuverability would be much more cumbersome.

With the transmuter trait though, it's actually a 40 minute/600lb/6 minute spell.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

You have the chains. Can't you push off those while levitating?


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Gabriel Leoni wrote:
You have the chains. Can't you push off those while levitating?

As a tether maybe? I was under the impression they were tight to the wall.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Well, is there a ceiling a bit above what Rilka needs to work on? You can float up to that, move around there, float down to what she needs to tweak, then back up to the ceiling again. I know you can push yourself around on a ceiling like that and Rilka can handle the 'holding onto Dalton' aspect.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Gabriel Leoni wrote:
Well, is there a ceiling a bit above what Rilka needs to work on? You can float up to that, move around there, float down to what she needs to tweak, then back up to the ceiling again. I know you can push yourself around on a ceiling like that and Rilka can handle the 'holding onto Dalton' aspect.

Well, if that's the case, Dalton will do that. For some reason, I thought the ceiling was farther away.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

I'm actually not certain where the ceiling is, but even if its another twenty or thirty feet, Dalton's levitation could easily handle that, right? And Rilka could do her thing without worrying about falling.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

I think Rilka went to bed.


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

Yeah, I went to bed around 10:30 pst last night. That's my usual time for going to sleep.

Rilka could also use her Urban Grace extract. I bolded the part that’s relevant...assuming jumping from chain to chain falls under the “artificial structures” part of the spell, which now that I think about it probably doesn’t.

Quote:
You become one with the city around you, allowing you to move more easily through its crowds and buildings. For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares of movement to enter a square with crowds, though the crowd still provides cover to you. This ability does not allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In addition, you receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban surfaces, such as roofs and broken pavement, and on Climb checks made to scale walls and other artificial surfaces. Whenever you make an Acrobatics check to make a long jump between two buildings or artificial structures, you are always treated as if you had a running start, regardless of the actual distance traveled.


The chains are about a foot off the walls, making the levitate idea with carrying Rilka viable.

That extract would absolutely work Rilka, and it would reduce the DC to 16.


I will link the map to the maze on top soon. For now we need to figure out how to efficiently navigate a maze via PBP.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

The most efficient way is through narrative. If we follow the right hand rule, we can get out. Also if Jamie has any auguries. But wandering a maze by post will be rather frustrating. I think narrative intermixed with skill checks and any combat would be best. I honestly don't want to spend a month down here.


I also do not want to spend a large amount of time here. If everyone is agreed I will run the maze via the right hand rule and tell you when you run into problems. I have a fairly busy morning so I'll check in in a few hours.


Ps I'll need a starting direction.


Also a marching order.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Let's let the starting direction be North. I imagine Rilka is observant and has trap sense, so she's an ideal candidate for first in order. Dalton will follow near the back.

Rilka, I was considering this feat next level if our books looked to be collaborative.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Not sure on how wide the corridors are.

Five-foot Wide Corridors

Toramin
Rilka
Gabe
Dalton

Prisoners

Ten-foot Wide Corridors

Toramin / Rilka
Gabe
Dalton

Prisoners

North sounds good.


Five foot corridors. Is everybody in agreement of the marching order?

North it is.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

My thinking is, Rilka needs to be close to the front to scout for traps but Toramin should be in front to capitalize on his reach weapon and protect Rilka.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

The order is good. I imagine if anyone has any major objections, they'll voice them and we can change. I'm with Toramin here - no 1/2 year in a maze, please. The last game we (and Bjorkus) were in had a wedding for 5 months of IRL time, and - while I certainly don't mind the idea of a wedding - one of the players was a bridezilla. It dragged.

I took haste for a reason. Let's move!


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Look on the bright side.

If this takes a long time, we'll come out midway through level 6!


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Bjorkus wrote:

Look on the bright side.

If this takes a long time, we'll come out midway through level 6!

Yeah, the EXP would be nice. I enjoy utility plenty enough, but at 7, Dalton will actually be able to do something in combat beyond rolling 1d100 and crossing his fingers.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Fancy. Do you get some neat trick from your archetype at 7th?


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Bjorkus wrote:
Fancy. Do you get some neat trick from your archetype at 7th?

Just these spells.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Those are both very good. There's no offensive transmutations prior to 4th level spells?


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Bjorkus wrote:

Those are both very good. There's no offensive transmutations prior to 4th level spells?

Sort of. I have some in my book now that provide a smidge of damage while providing a debuff. I'm not building Dalton as a damage-dealer, so while there may be spells that do scaling d6 damage, I wasn't looking for them.

I see haste or slow, for examples, as much deadlier spells most of the time anyway.


My day is much busier than I expected. Since everybody else seems to be very active on the boards and you've done very good jobs with roleplaying I've decided that you can go ahead and level yourself up to 6 right now. You will get new abilities at full use, but any resources you have spent are still spent. For instance Dalton gets to learn another two 3rd level spells and can prepare any one third level spell he wants, but the haste and other spells he has cast are still used for the day.


Oh yeah Dalton, if you would have landed that slow spell on Targ you would have crippled him.

Also for anybody wondering how a level 8 character could have three attacks a round without magical help, Targ had the wild rager archetype. It also explained his complete loss of control once he started raging and why it was possible to convince him to kill his ally.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Oh. At the time I'd assumed his weapon had the speed enchantment and not thought about it further after the encounter (and the loot breakdown).

Wild Fighting wrote:
At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.
CMD wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

So the grapple would have landed. If it's alright, I'd like to retcon that bit in narrative. I can write it into Bjorkus's leveling blurb.

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