OGGM's Fortress of the Stone Giants (Inactive)

Game Master Jeff Przybylo

Having pacified the Hook Mountain region, our heroes learn of an impending attack on the town of Sandpoint, where their adventures began only a year ago...


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Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Welcome back. ^_^


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

OGGM, may I assume Lym had time to scribe the rest of her new spells into her book?

Relevant Spellcraft checks:
1d20 + 19 ⇒ (13) + 19 = 32
1d20 + 19 ⇒ (5) + 19 = 24
1d20 + 19 ⇒ (17) + 19 = 36

Success!


Lym Blackhand wrote:

OGGM, may I assume Lym had time to scribe the rest of her new spells into her book?

Relevant Spellcraft checks:
1d20+19
1d20+19

Success!

Yep, no worries


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Thanks! :)

Grand Lodge

I have been looking forward to this battle. I hope I don't disappoint. Tomaru doesn't hit hard so uses his summons to do damage. He is mobile, though, and can bounce around the battlefield, and perhaps even the town, for healing or rescue.


Male Workaholic, level 10

I've heard about this as well; kind of feeling the same way.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

I have some maximized evocations and some nifty summonings ready. Hope I won't disappoint... ^_^


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Lym Blackhand wrote:
I have some maximized evocations and some nifty summonings ready. Hope I won't disappoint... ^_^

Just make sure someone gives us a recon report before we all go charging willy-nilly.


As I'm re-reading what your initial actions are, I feel I should say something about all this flying you're planning on doing. Please read the Fly rules and know them in and out. Things will be very difficult if you do not have the Fly skill and try to do more than get around. Along these lines, please post your Fly skill rolls as appropriate. Also include include relative height you are at as a note at the end of your post. This gets complex enough in an 'x' and 'y' direction, now you guys are giving me a 'z'!

Fly
(Dex; Armor Check Penalty)
You are skilled at flying, through either the use of wings or magic, and can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.

Check: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.

Flying Maneuver Fly DC
Move less than half speed and remain flying 10
Hover 15
Turn greater than 45° by spending 5 feet of movement 15
Turn 180° by spending 10 feet of movement 20
Fly up at greater than 45° angle 20

Attacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.

Collision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.

Avoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.

High Wind Speeds: Flying in high winds adds penalties on your Fly checks as noted on Table: Wind Effects on Flight. "Checked" means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. "Blown away" means that creatures of that size or smaller must make a DC 25 Fly check or be blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.

Action: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.

Try Again: Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see Environment).

Special: A spellcaster with a bat familiar gains a +3 bonus on Fly checks.

Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.

A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large –2, Huge –4, Gargantuan –6, Colossal –8.

You cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).

If you have the Acrobatic feat, you get a bonus on Fly checks (see Feats).


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

I only started taking ranks in Fly once I got access to the relevant spells. And right now, I am loving my Overland Flight... ^_^


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I've been playing this game for the majority of my life and I've just recently learned about flying because I've never used it in the previously. I've got a pc with a bird companion in a game I just joined about a month or two ago, and boy has it taught me a lot. Man flying is complex. It's almost like a world of its own.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Also, anyone with a Fly spell cast upon them - which might or might not include potions but I honestly do not know - gets a bonus to their Fly skill = to half the level of the caster.


Javell DeLeon wrote:
I've been playing this game for the majority of my life and I've just recently learned about flying because I've never used it in the previously. I've got a pc with a bird companion in a game I just joined about a month or two ago, and boy has it taught me a lot. Man flying is complex. It's almost like a world of its own.

Well, yes and no. If you think about it, the only time you have to make a roll if you want to do something OTHER than flying ahead in a straight line. The hard part is in the interpretation when things go wrong. Like: can you use Feats like Dodge and mobility while flying? What if you don't have the skill? My rule tends to be if you can make the roll, you can use the Feat that round.

That's why I wanted to caution you first. Fly is great to get from Point A to Point B, but after that it gets a lot harder to use.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:


Well, yes and no. If you think about it, the only time you have to make a roll if you want to do something OTHER than flying ahead in a straight line. The hard part is in the interpretation when things go wrong. Like: can you use Feats like Dodge and mobility while flying? What if you don't have the skill? My rule tends to be if you can make the roll, you can use the Feat that round.

That's why I wanted to caution you first. Fly is great to get from Point A to Point B, but after that it gets a lot harder to use.

Well, fortunately for Thordak, that is all he'll be using it for. He's with Kellen in the "amateur hour" of flying.

But, it'll be fantastically useful because he can move a greater distance with flying than his measly 20' per round. At that rate, by the time he gets anywhere he'd just be winded. :P


Javell DeLeon wrote:
Old Guy GM wrote:


Well, yes and no. If you think about it, the only time you have to make a roll if you want to do something OTHER than flying ahead in a straight line. The hard part is in the interpretation when things go wrong. Like: can you use Feats like Dodge and mobility while flying? What if you don't have the skill? My rule tends to be if you can make the roll, you can use the Feat that round.

That's why I wanted to caution you first. Fly is great to get from Point A to Point B, but after that it gets a lot harder to use.

Well, fortunately for Thordak, that is all he'll be using it for. He's with Kellen in the "amateur hour" of flying.

But, it'll be fantastically useful because he can move a greater distance with flying than his measly 20' per round. At that rate, by the time he gets anywhere he'd just be winded. :P

True. But so are Tomaru's abilities at moving people about - which he suggested already - without the risk.

Grand Lodge

True but the distances we're talking is really going to cut into my uses per day. My concern is that that potion is going to come in handy sooner than I'd like.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Guys? I appear to be dragonslaying... solo. 0_0 And I don't even know what colour this thing is...


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Lym Blackhand wrote:
Guys? I appear to be dragonslaying...

We'll make sure and put that on your celebration banner...or tombstone. ;-)


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

I'd prefer for someone to back me up so we can share the banner. :p


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Well, since he's coming our direction, I can take a couple of potshots and maybe Aurora can pull some mojo trickery as well. I could also try some acrobatics with the flight potion and maybe climb on-board the thing....hmmm...that bears further thought.

Grand Lodge

Just hold on. I'll see about Summoning some help for you.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Thordak would LOVE to help. But he's kind of in a bind right now. :P

I actually thought that you, Praxim, were gonna wait on the dragon on top of a roof or whatever and be like some super-bad 'Anti-aircraft' gun. That would've been cool.

Of course, I can see why you didn't because you'd be a sitting duck but it'd still be cool. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oooooo! Oooooo! I got this. I like math.

Arrow: = 25 is actually 22
Damage: = 46 is actually 29

Arrow: = 24 is actually 21
Damage: = 48 is actually 32

Arrow: = 25 is actually 22
Damage: = 45 is actually 24

There you go, OG, in case you haven't already done it.

Good thing those cats aren't evil or Praxim would've "Baldur Gate'd" it. Remember how sometimes the baddies would just explode? Good times.

Grand Lodge

Plus bonuses from bardic performance +2 and prayer spell +1.


Hi just to say laptop screen crack'd from side to side last night so posting on phone, apologies for poor spelling and autocorrects etc!


Male Workaholic, level 10
Fiendish Zen wrote:
Hi just to say laptop screen crack'd from side to side last night so posting on phone, apologies for poor spelling and autocorrects etc!

No worries. Lighting strike screwed up my internet, so I was doing the same the last couple of days.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Fiendish Zen wrote:
Hi just to say laptop screen crack'd from side to side last night so posting on phone, apologies for poor spelling and autocorrects etc!

Daaaang. That's crazy. Sorry to hear that. Did you drop it? Apologies if this is too intrusive of a question. My curiosity just gets the better of me most times so please disregard my question at your leisure. :)

Dax Thura wrote:
Plus bonuses from bardic performance +2 and prayer spell +1.

Really? Hey, does Thordak have that also? Because I TOTALLY missed those two.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I just figured out why I missed those two(Yep, you got it. I hadn't checked the gameplay thread before I came here).

And I'm totally loving the name! "Primus". Is his first name, "Optimus". :)

Sorry, I grew up with Transformers. Ah the good ol' days.

Grand Lodge

No. I plan on doing a lot of summons and figured to keep track of them by name, Primus, Secundus, Tertius, Quartius, Quintus, etc.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Reminds me of Tad Williams' War of the Flowers and Neil Gaiman's Stardust.

Seeing as Lillends are typically female, 'Prima' might be appropriate. ;)


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

I'm going to have to lead this dragon out of city limits, or it'll crush people and buildings when it comes down...

Grand Lodge

Prima, Lillend
HP 87| AC 20 T 12 FF 17|Fo +9 Re +10 Wi +10; immune electric, petrify, poison; resist cold 10, fire 10| augment summon, combat casting, diehard| constrict 2d6+5; bardic performance; spells|
+1 Longsword +14/+9 (2d6+11/19-20), Tail Slap +8 (2d6+3 plus grab)


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

OGGM, what size and colour is this dragon?


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

That's all good Javell, I have to sheepishly admit that I was lying on my couch and leaned down to the floor to pick it up by its screen, then gravity got the better of me...

To heap computer insult on injury, the forum appears to have eaten my post from last night >.<

Right, will re-do now!


Lym Blackhand wrote:
OGGM, what size and colour is this dragon?

Red, and merely large.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

So fire spells are out.
Good thing I took Elemental Spell (Ice)... ^^;


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Please don't think of me as a copycat, Aurora, but I am going to have to get Intensified Spell at some point. That is a seriously delicious damage output you have going, there... :D


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

That's all good Lym, good things should be shared around!

It's quite a nice metamagic feat, in this case it works because of several other things happening 'under the hood' that raise Aurora's CL for fireball, and of course bloodline helping with the damage output :)

Incidentally, Limmerick really reminds me of Blackwing ^.^


Hopefully I am making this as clear as possible, and the map helps. There is a lot that goes on in this battle.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Doing great. Thanks for all the details.


Give me a bit to move it along, gang. Just started a new job today, going to be busy!


Male Bat Familiar 5

Hey, congrats! Is it interesting work?


Male Workaholic, level 10

Congrats and good luck, good sir.


Actually, its back in the plant where I was working before, but a different role. I am back to engineering Ford Mustangs and Lincoln Continentals, so yeah, pretty good.


Male Workaholic, level 10

OOOOO....Mustangs! Color my mechanic brain interested.


Ah I'm pleased for you OGGM, glad things have worked out for you :)


still here, should be settled in soon. I know its a bad time game-wise for this interruption, but you're going to have to forgive me! :)


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

No worries - just waiting with baited breath. ;-)


Congrats on the job OGGM ...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Is it our go, OG? I didn't see any attacks rolled vs. Thordak so I'm guessing you need to roll those first?

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