Monster Mashup - Table 6 (Inactive)

Game Master CaveToad

Goatling Battle Map
Marsh Battle Map
Ogre Mountain Battle Map
Regional Map
Nathan's Night Campsite

Party XP Total:

Greebins: 5763 (level 3)
Crest: 7160 (level 4)
Mlinzi: 6000 (level 4)
Nathan/Lotham/Eleanor: 7693 (level 4)

Needed for level 4: 6000
Needed for level 5: 10000

Party Meals Remaining: 35
Meals consumed per day: 8
(2 large, 4 medium )
Meals consumed through day 12


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collapsible bathtub, probably not. The rest is ok.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

No problem.
Is fair to assume that Crest doesn't need cold weather gear? I'd think the heat loss in water would be so much more severe than on land, that he'd probably be fine unless it was actually winter. If that's not the case, I'll just grab a blanket/bedroll & some cold weather gear instead of the tub.


Well, he isn't particularly resistant to cold weather more than anyone else, despite what would seem a logical assumption based on his habitat. However by RAW he gets just as cold as anyone else. He might be tougher underwater if its a bit chilly, but i think it has to be under 40 F anyhow before anyone has to worry. Maybe most merfolk are from tropical seas ;)


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Just a quick primer/refresher on Darkness and being effectively-blind, because I'm assuming this Giant is. If not, eventually someone will be (I hope). I checked, and it looks like all of us have Darkvision, so this shouldn't impede us at all.

-Blinded creatures can't deal precision damage.
-Blinded creatures can't move more than 1/2 speed without making a DC 10 acrobatics check. Failure means they fall prone.
-Blinded creatures can't Run or Charge.
-Everyone gets full concealment from blinded creatures, so 50% miss chance on attacks.
-Blinded creatures don't get Dex bonuses to AC (still take minuses)
-Blinded creatures get a -2 to AC in general (unrelated to DEX)
-Blinded creatures get a -4 to STR/DEX checks, and to visual Perception
-Blinded creatures get a free action Perception check once per round to detect foes. If this beats your stealth check by 20, they pinpoint you.
-Blinded creatures can't attack you without first pinpointing you, but if you damage it in melee, it auto-pinpoints you. It can attack you once you've been pinpointed, but you still have 50% miss chance. If you have reach or use a ranged weapon, you don't get auto-pinpointed for damaging it.
-Blinded creatures can take a standard action to guess if you are in either of 2 adjacent squares with a touch attack. If you are, they pinpoint you. This deals no damage.
-Blinded creatures with Scent auto-pinpoint anyone within 5 ft of them
-Blinded creatures can shoot a ranged weapon in a random direction. Target still has concealment if they are in the unlucky direction.
-If you move after having been pinpointed, you are no longer pinpointed.
Source


- INACTIVE - (GM abandoned game)

After that I imagine we're leveling up soon.

Level 4 is cheese dip time, isn't it?

I'm thinking about Unchained Monk. Would I be able to flurry with two kicks and also do all my natural attacks? Old Monk explicitly said no; Unchained Monk implies yes.

Other options I'm considering would be Sacred Fist Warpriest, Eldritch Scion Mag., and Sanctified Slayer Inq.

-Posted with Wayfinder


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Unfortunately not.

Wis to AC would be a great dip though.


You will all level up to 4th. I only counted Greebins and Prar as half XP shares since I DM PCed them (and they wont level up, well maybe Prar would make 3rd, I dunno). They will leave the group after this bit and probably take the baby back with them to Cliffort if that works out for everyone. Crest's group is upstream and will contain one other player to join (Iklo Ilue) once he has things finalized.

I updated the XP tallies. Crest you are slightly behind as you came in at the bottom of third level but still leveled.


- INACTIVE - (GM abandoned game)

Sweet. I'll work on leveling. Have to decide what to do for my cheese dip!

So, setting monk aside, if I take Improved Unarmed Strike and TWF, can I make two kicks + all natural attacks?


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

I think this is everything.:

Feat: Extend Spell
Weapon Feat: Sin Eater
+15 HP
+1 Fort and Will Saves.
+1 BAB

Stalker Abilities
- Uncanny Dodge
- +1 Maneuver Known (Undetermined)

Barbarian Abilities
- +1 to DR/-
- Accurate Stance

Sorcerer Abilities
- +1 cantrip Known (Undetermined)
- +1 First level slot/ +3 2nd level slots

Paladin Abilities (Cheese Class)
- Aura of Good
- Smite Evil 1/day
- Detect Evil


- INACTIVE - (GM abandoned game)

Hm, would cheese dip be a good time to take a Path of War class? I'm not sure I'm interested in learning Path of War right now...


- INACTIVE - (GM abandoned game)

...and I have *another* question. My special item (an amulet) grants a bonus feat every even level. Your rules state that since I chose Mad Magic as my amulet feat that I can't use the amulet to gain combat feats. But I saw in the discussion thread someone saying that you had loosened the restriction on the special item to not be martial-only or caster-only. Is that true? Or is the restriction lifted for the enchantment pool part but not for the feat part?

And how many points do I have for enchantment? I'd like to enchant it as an Amulet of Mighty Fists to make my natural attacks magical, if possible.

I think I've got Lotham *mostly* leveled up. Lots of new book-keeping with 2 of my existing classes gaining spells and also the cheese dip class!

With enough time to prep, Lotham is pretty beastly now. But in a surprise fight the action economy to get everything up and running is pretty brutal.


I did away with the categories for the items, and having to choose basically combat or magic, as it caused too many questions and was too constricting when the goal of gestalt is to allow flexibility. So your feat can come from any in the approved list ( either combat feat or a variety of 'magical' feats, see the main thread's campaign tab for details. The amount of 'cash' you have to spend on the item pool is based on your level. At level 4 you would have 6000 in your Magical Creation Pool. An amulet of mighty fists +1 is 4000gp, so you could enchant it to +1 (or equivalent +1 power, the amulets don't require the base +1 before adding powers like weapons do).


- INACTIVE - (GM abandoned game)

Cool. I will go for the mighty fists then. Could I spend the remaining 2k to get an effect like an amulet of natural armor?

Would the penalty reduction of Multiattack apply when using natural weapons with manufactured ones?

-Posted with Wayfinder


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

General rule for that is 'yes', because all your natural attacks are treated as secondary (so -5) when you combine them with a manufactured weapon, and Multiattack reduces the penalty on secondary attacks from -5 to -2.

The tradeoff you need to consider is giving up two claw attacks (that you've invested in with your Amulet) for one mundane greatsword attack, and then incurring a -5 (or -2) penalty to all your other amulet-buffed natural attacks.

On the other hand, the greatsword has a better damage die and better crit potential.

Regarding the Amulet of Natural Armor part, there's a 50% price increase on 'other' effects on your item, like standard item creation, so the natural armor +1 would actually cost 3k, if I'm interpreting the system correctly.


- INACTIVE - (GM abandoned game)

Ah, okay, so I would need to go for deflection or resistance or something instead.

I'm not sure I plan on going greatsword long term. I think it will be useful in the skirmish part of the fight when I still need to burn move actions. I'm also taking cleave so I can use Martial Flexibility for Cleaving Finish, but Cleave works well in those skirmish situations.

-Posted with Wayfinder


Regarding the rules/penalties for the attacking, Crest covered it. For adding additional effects beyond the first, there is the tax that Crest also mentioned, so yes something cheaper like resistance works. Keep in mind you cannot rework the bonuses later, so you may wish to just save that 2k for when you get to 5th level, you cannot reconfig your item each level or anything.


Also Greebins contacted me, but it is not clear if he is returning or not. The replacement character I had Iko has also stated he will now not be rejoinning, so we have an open slot. I will check with Ilia, although I think he/she stated a preference for a new table, and has a 'darker' style character that may not fit well.

Will you keep up to date as things develop.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Hey CT, rules question:

The feat Nightmare Weaver says I can cast Darkness as a full-round action instead of standard, and attempt to intimidate everyone in the area. Would you say that would work with SLAs of Darkness as well?


Just FYI, I mentioned you will level up, but as before you need some safe downtime where you are more or less healed and not saddled with any afflictions or ill effects. It will take maybe 3-4 hours of some training, contemplation and reflection before you can actually apply the level's effects. So for purposes of going to the other camp and until morning or whenever you are still level 3.


@Crest, I am inclined to think it will work with SLA darkness, but i need to review. I have seen example of both where SLA and the actual spell are not treated the same, and cases where they are.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Sounds good on all counts.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Hey everyone, CT told me to report in here. I'm posting here to say hi. I'm a player from another table who dropped out a few months ago, but I've found my way back. I've got to update my character sheet and all that fun stuff before I officially join, but I'd like to at least get to meet my new teammates OOC.


- INACTIVE - (GM abandoned game)

Welcome back Mlinzi!

-Posted with Wayfinder


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I think I've finished leveling up to level 3 now. If Cave Toad gives me the go-ahead, I'll level up to level 4.


- INACTIVE - (GM abandoned game)

I'm doing some traveling through Sunday. Bot me as needed.

-Posted with Wayfinder


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

I also gained +2 Rage rounds and +1 Ki. I took Extra Stalker Art at level 3 but never picked my normal stalker art for that level so I picked up Murderous Insight.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Okay, so I have a rules question. I'm thinking to take Rogue for my first cheese dip, and that comes with Trapfinding. Trapfinding's description reads:

"A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps."

Does this mean one half of the total character level, or just one half of the level in Rogue?


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Rogue level.


Yes just the 1/2 level of Rogue. The cheesedip works great for quick add one off abilities, but since it only levels at 1/4 rate, its not so good for things that are class level dependent.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

That's fine. I found a nice archetype that replaced the level dependent ability with something more thematic, considering what's been going on with my character. I really only want Rogue for the Rogue Talents anyway, so the rest is just icing on the cake.

Incidentally, I'm up to level 4 now, so I'm ready to join the table whenever my updates are approved and everyone is ready for me.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Hi Mlinzi. I've gotta say, I love that picture you have in your bio.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Hi Crest! Thanks!

I take it you're using the Monk's speed bonus to allow you to move fast enough to keep up with everyone?


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Yup! Currently at 25 ft. Not the fastest, but definitely workable, and it's a heck of a lot better than being stuck at 15 ft, or the god-awful 5ft if I didn't take the Strongtail racial option.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Hehe, and here I am moving at twice that already. Not to mention the climb speed... Still, it won't be long before you're outpacing the non-monks in the party.

I can't wait to get started again. I'd forgotten just how badass Monk + Barbarian is! Next level I get Rage Cycling!


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Wow. That's crazy. At least I'd win a swimming contest (I hope).

What's Mlinzi's general plan of action? Get Enlarged, trip everything that moves, then beat it over the head with your boulder on a stick hammer?


Ok Mlinzi, I didn't see any glaring errors. You will have 3 hero points (the cap without the special feat) and I think you need to add another hp from toughness at 4th. When you left Table1 you hung out at Cliffort for a bit with Tolhemia and the other siblings of Goodwin. Maybe doing some other exploratory missions. You were with a group of others, Crest included, that were out here exploring when the sight of Nathan's fire was spotted. Crest got here in time for the battle, but you were slightly delayed, maybe using the trees to get here, but missed the battle.

The other NPCs in that group are somewhat behind you, but will join the camp now. In the morning they will return to town with Prar and Greebins (and will determine what will happen if they return - haven't heard from Greebins since he checked in the other day).

Mlinzi welcome to the group.

EDIT: Oh I forgot you can have about 100GP worth of very mundane generic gear that you might find in Cliffort. Nothing abnormally sized ( not a problem) or masterwork or special materials (cold iron, mithral etc).


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8
Crest, The Wave Terror wrote:

Wow. That's crazy. At least I'd win a swimming contest (I hope).

What's Mlinzi's general plan of action? Get Enlarged, trip everything that moves, then beat it over the head with your boulder on a stick hammer?

You got it! Mlinzi isn't great in the water, but when it comes to moving on land, he's almost as fast as a horse right now. Moving through the trees, he can keep up with walking pace. When it comes to fighting, you're right on. His job is to make sure the bodies hit the floor and then stay there.

CT, I'll get on those minor changes right away and then get to posting! I shouldn't need much gear. Probably just the basic survival stuff - backpack, waterskin, bedroll, tent, etc.


Hey gang, Greebins has returned so for the time being we will have 6 at this table. I may try to find a way to work this out, there are starting to be more recruits and some people are attempting a second character. Six people is doable, and table 4 just had someone return also.

So, at this point only Prar will head back to town with the other group (with baby and prisoners after interrogation).


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Greetings everyone. Sorry for my absence. Started a new job at a new business and got completely overwhelmed and exhausted. I hope to stick around from now on.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

I'll probably be a bit slow at first as I get myself up to speed.


- INACTIVE - (GM abandoned game)

Away for the next week or so. May still check in daily, but, bot me as needed.

-Posted with Wayfinder


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Cool cool.

Just waiting for Nathan's Share Languages, any input RE untying the Giant/any more questions to ask, and then I'll ask away.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Hmm... well, with Mlinzi's speed, it's not like the giant will be getting away too easily, and we can always just knock him out again with the low HP he surely has. He might get off an attack, though. On the other hand, I'm not sure how "good" that line of reasoning is.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Seems legit, and he's not armed. I'm mostly just looking to make it easier to have a discussion since he'll probably be more inclined to help once untied.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I can try an Aid Another, but my social skills might as well not exist... Even DC 10 is hard to hit.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

No problem Mlinzi-- Nathan, Lotham, and Greebins have pretty high scores, assuming they can communicate with him.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Oh yeah, I also don't speak the lingo... gotta work on that.


- INACTIVE - (GM abandoned game)

Lotham has not picked up the lingo yet or he would definitely be helping

-Posted with Wayfinder


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Hmmm... this Fellhammer thing sounds interesting...


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Hey Eleanor, any interest in picking up Deadly Pairing at level 4 or some point after? After level 4+, I'll probably be in a Steel Serpent stance pretty much all the time. No pressure, just looking through options.

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