Mummy's Mask

Game Master Samy

GM Samy's Mummy's Mask Campaign --- Day 26 --- Google Drive Folder --- Experience --- Treasure --- Relationships --- Maps (Empty Graves)
Panic Level: 13

Party Inits:
[dice=Initiative Aleris]1d20+7[/dice]
[dice=Initiative Deseri]1d20+2[/dice]
[dice=Initiative Harmose]1d20+11[/dice]
[dice=Initiative Kito]1d20+0[/dice]
[dice=Initiative Polux]1d20+3[/dice]
[dice=Initiative Qari]1d20+2[/dice]
[dice=Initiative Ra-Khefer]1d20+1[/dice]
[dice=Initiative Turel]1d20+2[/dice]

[dice=Perception Aleris]1d20+9[/dice]
[dice=Perception Deseri]1d20+1[/dice]
[dice=Perception Harmose]1d20+9[/dice]
[dice=Perception Kito]1d20+2[/dice]
[dice=Perception Polux]1d20+10[/dice]
[dice=Perception Qari]1d20+6[/dice]
[dice=Perception Ra-Khefer]1d20+0[/dice]
[dice=Perception Turel]1d20+9[/dice]


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Inactive

Just for you Deseri :3

(Some of it is NSFW so view responsibly.)


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Misfortune is lovely, but it generally doesn't take the opponent out. Slumber is killer in a normal campaign, but would have done nothing in many of our fights.

Looking at it, I don't think I would take slumber on a witch. It tends to end a fight in a way that isn't much fun for the other players. People don't tend to object to the opponents not hitting, but take out their opportunities to fight and there will be some grumbling.

I needed to take a class that was Single Attribute Dependent for this game. Had it been point buy, I would have most likely gone for a Magus instead of a witch.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Haha! That has entertaining Aleris. All the butts! So much butt ;)

Kito I completely understand that sentiment. While being powerful is lots of fun not when it takes away from the fun of others.

It could be a good option as an 'Oh sh!t we are gonna die situation' though with the size and composition of this group I am not sure how often that will happen.

Oh and I love the Magus. It is one of my favorite classes. Right next to the Alchemist and Cavalier. Magus's are so much fun to fight with. A little difficult to pull off right and there is a fair amount of bookkeeping with them but they are so much fun in a fight. There spell list needs way more touch spell on it though. Way more.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

I started a Magus for a home game of Rise of the Runelords. Having a lot of fun playing her.

The other front-liner is HMM's alchemist Eddy.

Izzy:
Iozzana a.k.a. Izzy
Female half-elf magus 8 (Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex)
hp 59 (8d8+16)
Fort +10, Ref +9, Will +8; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine scimitar +13/+8 (1d6+6/18-20) or
. . cold iron dagger +11/+6 (1d4/19-20) or
. . silver light mace +11/+6 (1d6)
Ranged sling +11 (1d4)
Special Attacks arcane pool (+2, 10 points), improved spell combat, magus arcana (close range[UM], flamboyant arcana), opportune parry and riposte, spell recall, spellstrike
Magus Spells Prepared (CL 8th; concentration +12)
. . 3rd—fly, stinking cloud (DC 17), vampiric touch
. . 2nd—bladed dash, defending bone, rime frostbite[UM], glitterdust (2, DC 16)
. . 1st—burning hands (DC 15), feather fall, long arm[ACG] (2), shocking grasp
. . 0 (at will)—detect magic, disrupt undead, mage hand, prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 10, Cha 10
Base Atk +6; CMB +6; CMD 22
Feats Combat Reflexes, Dervish Dance[ISWG], Rime Spell[UM], Skill Focus (Acrobatics), Weapon Finesse, Weapon Focus (scimitar)
Traits acrobat, scholar of the ancients
Skills Acrobatics +25, Climb +10 (8 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Escape Artist +13, Fly +10, Knowledge (arcana) +16, Knowledge (dungeoneering) +8, Knowledge (history) +13, Knowledge (local) +6, Knowledge (planes) +9, Perception +9, Perform (dance) +3, Profession (sailor) +8, Spellcraft +15, Swim +5, Use Magic Device +4; Racial Modifiers +2 Perception, derring-do
Languages Common, Elven, Giant, Goblin, Shoanti, Thassilonian, Varisian
SQ elf blood, knowledge pool, medium armor
Combat Gear pearl of power (1st level), scroll of mirror image, scroll of see invisibility, wand of shield (18 charges); Other Gear +1 mithral chain shirt, +1 adamantine scimitar, cold iron dagger, silver light mace, sling, sling bullets (15), belt of incredible dexterity +2, boots of elvenkind, cloak of resistance +2, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of climbing, ring of protection +1, bedroll, belt pouch, blotter (0.2 lb), book, dervish dance, written in qadiran (worth 10 gp), ink (2), inkpen (3), journal[UE] (3), knife for cutting quills into pens (0.5 lb), measuring cord (10 ft.) (2), mess kit[UE], paper (10), pen nibs, pigment for making ink (0.2 lb), powder[APG] (2), qadiran to varissian dictionary (worth 7 gp), ruler, small (0.1 lb), scroll case, soap, spell component pouch, vial, wrist sheath, spring loaded, 3,132 gp, 5 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (10/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deed: Derring-Do (+5 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------
Varisian born in Roderic’s Cove. Grew up there, learned to sail.

The first time she sailed into Riddleport she was astounded by the Cyphergate. Since then she has had a keen interest in any Thassilonian ruins. She stayed in Riddleport as an apprentice to one of the wizards so that she could learn magic and more about the ruins.

After she decided her training was done, she went back to sailing for a while.

She came to Sandpoint as part of a crew sailing to Magnimar. She arranged to leave the ship in Sandpoint so she could enjoy the festival and hopefully learn more about the ruins there.

--
Headband gives Giant language

I agree that the Magus is a lot of fun in combat. I put quite a bit of time into research before playing one though -- you really need to know the details of how touch spells work! Bladed Dash is a wonderful spell, both for maneuvering and getting full attacks off.

Kito is interesting in her own way, but the tactics in combat don't change much. Pick out the big bad, hope your hex works, then decide if you will throw in some spells as well. I'm hoping it picks up a little at higher levels.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

I cannot believe how much I love playing Eddy. He chews up the battlefield, but that is not why I love him so much... I love his fascination with monsters, his desire to follow his unrequited love, his earnest desire for fair play and good sportsmanship, and his belief that all the crazy things he's doing to his body are actually improving things.

He has bat wings, a tumor familiar monkey, and is constantly downing alchemical concoctions for SCIENCE. He's a good natured lunatic who doesn't know his own strength. God, I just adore that character!

___

I think there's a lot you can do with a witch once spells come in. Especially once we get you a scroll library. And remember that your biggest asset (and Harmose's as well) is that you think tactically. Getting the battlefield under control against a nasty machine that we couldn't blast?

Awesome!


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Alchemist are freaking awesome. I am so sad I have yet to get to play one outside of GMing. So much potential for shenanigans!


Inactive

Harmose has a good point about battlefield control; I'm playing a witch in an undead-heavy game on the forums and I've made some good use of spells like Web to slow/stop the zombie hordes!

I've also wanted to play an alchemist for so long and have never had any luck getting any proposed alchemist characters into a PbP game; finally just made one for PFS so I can actually get to play.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

When I play an alchemist, I have the hardest time making them a focused character. They can throw bombs, use mutagens to become melee monsters, add all those funky tumor familiars and vestigial arms, etc. and I get so confused wanting to do all of those roles, that I become paralyzed from the choices.


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Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Choose either the bombs or the mutagens. Focus on that. Then build towards your focus goal with the other as a sideline.

My two alchemists that I've played, Twitchy and Eddy, were both specialized in different ways. Twitchy was a bomb person -- focused on the int and the explosions. Eddy is a melee alchemist... still bright, but mainly strength based.

Pick a story for your alchemist.... Build your discoveries on the basis of that discovery. You'll find your way to your discovery.

Liberty's Edge

Female Human Commoner 1

"Left passage" doesn't mean anything to me since I don't know which way your characters are facing. Are you going east or west?


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Inactive

I'd say we're going east since that would be the party's left as seen from the way we came in.

Liberty's Edge

Female Human Commoner 1

No updates today and possibly not tomorrow, a busy spell.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Okay, thanks for the notice!

Hmm


Inactive

Thanks for the notice Samy!

And no worries Polux; you take care of you and your family and we'll poke along in the meantime :)


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Thanks for the heads up.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Polux, touché!

Also, this is going to be a talky battle! I love talky battles! So much fun to roleplay!


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Hehe, even on a silent type I can't go through a battle without saying something :D


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

I've actually liked that Polux hasn't been the silent type. So refreshing to have smiles, laughter and clever banter!

Hmm


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Sorry life got in the way and I am only know free. A crazy cake cost me hours of sleep but it looked cool and my niece loved it.

Also Polux you are not the silent type. Quiet sometimes but silent never!


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Interesting interaction between Glitterdust and Mirror Image.

Glitterdust is a conjuration (creation) spell. It creates the sticky stuff that doesn't produce any light (since it doesn't have the [light] descriptor) but prevents stealth and invisibility.

Mirror Image is an Illusion [Figment] spell. It creates a false sensation, but can not support weight. There is nothing for the Glitterdust to stick to.

So, can the Mirror Image figment copy the sparkle of the Glitterbombdust spell?

Liberty's Edge

Female Human Commoner 1

I would assume the mirror images would reflect what happens to the real Velriana, just as if a sack of flour had been dumped on her.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Sack of flour isn't a magically created substance that glitters. You are having one spell duplicate the effects of a different spell at that point.

I'm not certain myself in this case. I just haven't gotten to the point of posting in Rules and then needing to follow the thread to the end in order to see what the consensus is.

Liberty's Edge

Female Human Commoner 1

If you make that thread, feel free to link it here so I can check it out. For the moment my inclination is that the Mirror Image will duplicate the appearance of the Glitterdust (but just the appearance, there isn't any actual sticky stuff on the Mirror Images).

Liberty's Edge

Female Human Commoner 1

I checked and there's already some discussion here about the interaction of Glitterdust and Mirror Image. While both viewpoints are represented, I think more people are on the side of Glitterdust *not* negating Mirror Image, and I'm inclined to go with that ruling as well after having read that thread.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

@Samy

Did some searching of my own. After reading through a lot of it, including Jason Bulmahn's comment it appears that it has no effect on Mirror Image.

---

On a different topic, what do you want in our headers?

I know that when I'm looking at characters, I tend to go to the characters page for the campaign. That gives me an overview of everyone's condition -- hit points, AC, hopefully any status that might be important. I try to keep my own up to date as best I can.

The profile has the normal (unadjusted) statistics.

In my case for this character, I also went to the effort of creating links to the various spells and hexes. That allows me to quickly copy link and paste it into a post as I use the hex or ability.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Samy, I added a 'Current Status' spoiler to my Header - maybe that makes for an easier reference?

Liberty's Edge

Female Human Commoner 1

Looks good, thanks!


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Kito that falls into a rules question. I have the spell create water Which can make a lot of water but I do not know if it would get rid of magically created water. If Samy says I have a shot in the dark than that is my plan. Otherwise it is Shadow Trap on Azaz


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Flaming Sphere isn't magical fire. It is normal Fire that is magically kept in a spherical shape and moved about.

As for putting it out, I've seen a huge amount of variation there. Even in PFS where the scenario has something catch fire, they can't agree as to what it takes to put one out.

Here are two three slightly different takes on it from PFS Scenarios:

Slave Ships of Absalom, pg. 15:
Once the room has caught fire, the PCs can fight the blaze only by succeeding at a DC 12 Survival check as a full-round action or creating a large amount of water.

Sun Orchid Scheme, pg. 19:
A PC can put out the fire as a full-round action with a successful DC 15 Survival check (DC 19 in Subtier 4–5).

Edit to add another scenario (did this once I got home):

God's Market Gamble, pg. 17:
A PC can extinguish a 5-foot square with a successful DC 15 Survival check; for every 5 points by which the check exceeds the DC, the PC extinguishes 1 additional adjacent square. Casting create water has a 50% chance of extinguishing a square, while higher-level spells with the cold or water descriptor extinguish 1 square per spell level squared (1 square at 1st, 4 squares at 2nd, 9 squares at 3rd, and so on) unless the spell specifies otherwise. Encourage the players to come up with other creative ways of extinguishing the flames.

I know there are other scenarios that have something like this. I currently have these two available on my iPad, which allowed me to quote them.

In the end, Samy will have to decide this.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Gotta get to work. Either way Samy rules on it bot me for create water or shadow trap.

Liberty's Edge

Female Human Commoner 1

Ranged touch attacks are frigging nasty. On both sides.

Liberty's Edge

Female Human Commoner 1

I'm gonna rule that Treacherous Earth can not be dispelled at will in future incidents (but it remains dispelled in this incident). I believe that if it could be dispelled at will, it would be stated in the text.

Because Ra-Khefer was not aware of this ruling when he picked the alternate racial trait, he may select a different one to replace Treacherous Earth if he wishes.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

No, I'll keep it I think. It has great flavor value.

Liberty's Edge

Female Human Commoner 1

Maybe I'll let you learn the ability to dispel it. I'll think on it. :)


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

13 posts. My my you all were active today.

Liberty's Edge

Female Human Commoner 1

Usually I move to the next round when one poster remains and let them post retroactively, but since Polux is in a fairly critical position right now, I'm gonna wait out for a bit longer and see if he posts.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Totally understandable.

Liberty's Edge

Female Human Commoner 1

I feel bad for you Polux. :) I'm sorry I brought up the extra AoO. :)

Liberty's Edge

Female Human Commoner 1

Ooh! Ooh! Good catch Deseri! I'd forgotten the Shadow Trap on Khelru!


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Samy wrote:
I feel bad for you Polux. :) I'm sorry I brought up the extra AoO. :)

I wish you had let me roll the Acrobatics.

Liberty's Edge

Female Human Commoner 1

Ideally I would have, but I didn't know if you were still online so asking for a roll could've held us up until you next came online. I chose to roll for you for the sake of expediency and keeping the ball rolling. I apologize that it took agency away from you.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Samy, can we ask for a bit of a retcon here? Polux had inspiration left. If it appeared close -- and I don't know if it was -- he would have added inspiration to his roll before you determined the outcome.

If an extra 1-6 would not have made a difference here, ignore this. But if it was close, it would have been important.

Because quite frankly, if our team doesn't roll its will saves here, I'm dropping down and surrendering because otherwise we're all dead.

We just lost this battle.

Hmm

PS For future reference, Polux's posting pattern is:

1) Gone most weekends
2) Posts actively M-F during work hours on European time, unless he tells us he's on vacation.

He's just coming into the active part of his posting cycle again.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

BTW, I know it may be creepy that I track everyone's posting patterns, but it's just something that I remember about everyone in my games. I do this without trying, but it does helps me figure out when bots would be helpful or annoying.

EDIT:

Would it be helpful to you, Samy, if we created a google doc which listed our situation normal posting times? Mine is all over the place. I post far more from home than work, and I post erratically throughout the day on Central Standard Time. On Wednesdays, when my work schedule takes me away from computers, I only get on early in the morning, lunch time, or very, very late indeed.


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HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

You always manage to surprise me Harmose :D


I did some digging into Acrobatics skill, and found this FAQ that really didn't completely answer things for me.

I think it can be interpreted two different ways:

  • a single roll compared against each opponents CMD or
  • one skill check against each opponent.

    In either case, you need to decide what order you are applying them. Back to the FAQ, most would consider the Antipaladin the primary and the Goblin the secondary.

    In the first case, it becomes a lot more dangerous because the more times you need to roll the more likely it is that you will fail. It would also eat up a lot more Inspiration in the case of Polux since the Inspiration is once per check.

    It also becomes a lot more time consuming at the table since the person would make multiple rolls.


  • Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?
    Polux wrote:
    You always manage to surprise me Harmose :D

    Harmose surprises me half the time.

    :D

    Liberty's Edge

    1 person marked this as a favorite.
    Female Human Commoner 1

    If you guys want to retcon, then I will certainly allow it. We can go back to the enemy turn and Polux can reroll his Acrobatics vs Khelru and choose whether to use Inspiration or not. I'm fine with that if that's what you guys want to do. I only rolled the Acrobatics because I wanted to keep forward momentum for you guys, but if that's not a concern for you, then I have no problem with rehashing things. I'm not in a rush if you aren't.

    As for the Acrobatics and AoOs how many checks, I think this part of the FAQ is important:

    Quote:
    You must make a check the moment you attempt to leave a square threatened by an enemy, but only once per foe.

    Once per foe, IMO, is pretty clear.

    Liberty's Edge

    Female Human Commoner 1
    Harmose Al-Nefer wrote:
    Would it be helpful to you, Samy, if we created a google doc which listed our situation normal posting times?

    I would find that useful, yes!


    Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

    Thank you, Samy. I'll try to create a google doc (or spread sheet?) a little later for this.

    Hmm

    Scarab Sages

    M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

    For cryin' out loud. The die roller seems to think I'm rolling a d4 to hit now.

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