Silas Hawkwinter |
I wonder why Smaar's boy tried to go over the wall. I don't think this is something we could have predicted right?
GM Niles |
No, I didn't give any clues. I just took a scripted event from the module and added some extra drama to it.
GM Niles |
My apologies on the tardy post...its testing time here at school so I'll be REALLY busy for the next 2 weeks.
GM Niles |
I really don't like the vagaries of the invisibility spell. I'd rather it was just worded
Any actions other than move actions have a 50% chance of ending the spell. Period. Easy to understand, easy to make rulings on.
If 50% is too low, then 75% or 80% or 65% whatever...
Gilmork |
Are we allowed to cast a spell without losing invisibility if it doesn't harm the targets? Aka, no summons, grease or direct damage spells, but spells like Create Water, Ghost Sound, Silent Image etc. More like distraction spells.
GM Niles |
Yes. However spellcasting might tip them off that someone is nearby...
Basically any spell that directly harms/interferes with the enemy will drop invis.
illusions, summons are fair game.
Silas Hawkwinter |
So what to do next? The obvious thing is to see if there are any other ways in. For example if one of us can climb up to the roof assuming there is a skylight.
Otherwise tailgating or somehow finding out what the password is.
Silas Hawkwinter |
We could question them I suppose.
GM Niles |
Ok, so the rest of this module is basically a dungeon crawl. After which you guys will level to 7.
Silas Hawkwinter |
Out of curiosity did you anticipate our second floor entry?
GM Niles |
Yeah, the module lists it as one way to enter the keep. However the module assumes that you guys would have spent ALOT more time in town gathering information. You guys missed out on a bunch of clues/info that would have made entering the keep a little easier.
I did NOT expect the Baron Almir fight...Although I did change his role from the published module.
Silas Hawkwinter |
OK Here's what I think we should do (feel free to chip in with any suggestions):
1. Silas and Hecktor stand either side of the door with readied actions
2. Anyone steps through gets readied actions plus full attacks from Silas & Hecktor (that should hurt).
3. Assuming we kill Blacklock we need to deal with Almir. He is clearly flying, we can't engage him in that corridor. Silas will try to piss him off and goad him into attacking us inside that room.
I don't want to try anything more complex than that, since stuff can and will go wrong ;)
GM Niles |
What do you think Almir will do to you if you stand behind that doorway?
He does have ranged spells...
GM Niles |
I'd like to remind everyone of the posting expectations for this game.
One post per 24 hour period is the minimum posting I'll accept. If you have personal issues that prohibit you posting (like Jaxom's illness) that happens, but if not please post at least once a day so we can keep the game moving.
Also, I'd appreciate it if your posts included some sort of action that moved things along...
(Check a door, ask a question of an npc, walk in a direction, cast a spell...that sort of thing.)
Gilmork |
Just to give you a heads up, I'll be out for the Easter holidays, starting tomorrow morning, sadly that's about 4 days.
I'll be AFAK (Away from Any Keyboard), during the whole time there. Bot me if needed.
Silas Hawkwinter |
I'm going on a short Easter "break" with the family. I currently expect to have 3G internet, but it's always possible reception will be bad... If for some reason I can't post, please bot me. I'll be back on monday.
GM Niles |
Hecktor...you need to do something about that character sheet man.
Don't you have a Magical Scythe now? You have for gear listed
Weapons: Mwk. Scythe +12(2d4+11,critx4), 1.5x5 (7,5/8),+2 specialization, +1 weapon training.
Sickle +10(1d6+5,critx2), Comp. Long Bow +7(1d6+2,critx3)
Armor: Cold rider's fullplate (-3 penalty, armor training reduces penalty from -4 to -3)
Outfit: explorer's outfit.
Mask, battle (+1 to intimidate for demoralize)
Belt of strenght +2
I know you have more stuff than that. Also, are those the full stats for the Cold Rider's armor? I thought it was +2 Fullplate with some other stuff?
It is really hard for me to be fair and use your actual bonuses when your sheet isn't up to date and isn't easy to understand.
Hecktor |
Mwk Scythe +14
5str + 6BaB + 1 mwk quality + 1 weapon focus (scythe), +1 weapon training
Dmg 2d4 +7 (5 str 2-handed), +1 weapon training, +2 weapon specialization)
(Going to double check that last 1 dmg)
The fullplate had resist cold 10.
Silas Hawkwinter |
Here you go. Turns out you where running a 19 point buy, not 20 point. You can have 13 cha. Your resists are better than you thought too. And you forgot that you get 1.5x strength bonus to damage with a two hand weapon. (Yes far too many rules)
Oh and your to hit for the bow was better than you thought too.
Hecktor
Human fighter 6
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+10 armor, +2 Dex, +1 dodge)
hp 62 (6d10+24)
Fort +9, Ref +7, Will +4 (+2 vs. fear)
Resist cold 10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 scythe +12/+7 (2d4+17/×4) or
. . adamantine sickle +10/+5 (1d6+9) or
. . mwk cold iron morningstar +10/+5 (1d8+9) or
. . mwk silver longsword +11/+6 (1d8+9/19-20)
Ranged mwk composite longbow +9/+4 (1d8+2/×3)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 13
Base Atk +6; CMB +10; CMD 24
Feats Cleave, Dazzling Display, Dodge, Power Attack, Toughness, Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe)
Traits bred for war (shoanti), deft dodger
Skills Acrobatics -2 (-6 to jump), Climb +6, Handle Animal +6, Intimidate +11 (+12 to demoralize), Profession (farmer) +4, Profession (soldier) +5, Survival +9 (+11 to avoid becoming lost)
Languages Common
SQ armor training 1
Combat Gear oil of magic weapon; Other Gear +1 cold resistance full plate, +1 scythe, adamantine sickle, arrows (20), mwk composite longbow (+2 Str), mwk silver longsword, belt of giant strength +2, boots of levitation, cloak of resistance +2, cracked pink and green sphere ioun stone, wayfinder, battle mask, 150 gp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Dazzling Display (Scythe) Intimidate check to demoralize can affect those within 30' who see you.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Silas Hawkwinter |
One other thing, with power attack you should doing: +12/+7 2d4+17
This is because you multiply the power attack damage bonus by 1.5 for two hand weapons.
You can thank me by turning Vendikon into paste ;)
Edit: Fixed the to hit. My gods though if you crit you're talking 8d4+68...
GM Niles |
Oh gods that sheet looks so much better...
Also, I've purchased the 5E PhB, just to check it out, our discussion about rules in the other game made me curious.
Silas Hawkwinter |
I'm curious to see how they streamlined the rules. I actually don't mind the maths in pathfinder (it's pretty simple) it's just the sheer quantity of rules that bogs things down.
Silas Hawkwinter |
Hecktor you're getting the damage computation wrong ;)
You should be doing:
Str Mod = +5 * 1.5 = (7.5 rounded down to) +7
Weapon Training (Heavy Blades) : +1
Weapon Enhancement Bonus: +1
Weapon Specialization (Scythe): +2
Power Attack Mod = +4 * 1.5 = +6
Total = +17 Damage