Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Yeah, no worries on that Kingmaker Game here. I was uninvited from rejoining it after I used the offensive word "excited" in a discussion post.

So, you are the one and only once and future Kingmaker GM, for me ^_^
Now, @Zokon: Thanks a lot for bringing that to my attention! PC's don't count as 'cheating on GM' do they? I mean, they are tools, like...uhm...marital aids?


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Yes.. lets go with that...

I tracked that game down.. hmmm The Worm Ouroboros alias GM TWO.. that name seems familiar.. but i'll put them on my Yeeeeh gm list.

Almost up their with that strange fellow "The World's Most Interesting GM"..


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Almost up their with that strange fellow "The World's Most Interesting GM"..

He does have great theme music.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2
RPGGGM wrote:
He does have great theme music.

lol

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:
Probably why they chose it to make into a pc game...

BTW, has anyone played this? Is it any good?

I looked it up and on the website it didn't sound very much like Pathfinder rules-wise, and a lot more like most MMOs.

Also I didn't see anything that said it was free, but it seemed like you had to sign up before they would tell you how much it costs.


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

@PC game - fairly sure it isn't out yet. But I'm sure they'll gladly take your money if you ask nicely :-P

It's Kickstarter funded so I guess digging that one up should explain what they are actually doing. Or aim to at least.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Kickstarter,
there are videos on youtube of alpha play
looks to be pretty great..

Bits added to it like this game to make it longer, the mite lair seemed to go on forever..


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

@catching up - isn't the problem that we are moving at zokon/horse speed +10 while they are probably at horse speed X2?

So even if they aren't skald powered they'll slip out of our grasp during normal moment.

@other kingmaker - well we'll see how it works out. With a bit of luck it could at least serve as a lightning rod for my kingmaker implosion curse :-P

@pc kingmaker - hmm I'll have to check out that footage. Dnd-ish PC games seems to be having their renaissance these last few years, but nothing really comes close to the (rose tinted) baldurs gate. Maybe this one :-)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Bits added to it like this game to make it longer, the mite lair seemed to go on forever..

Too late.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Illthir Winlowe wrote:
@catching up - isn't the problem that we are moving at zokon/horse speed +10 while they are probably at horse speed X2?

Without some special ability they can only safely do horse speed x2 (hustling) for one hour per day. But that is enough for them to be out of reach. On the other hand, lazy people who don't think that the enemy is behind them might not bother to hustle at all.


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Mm that's true. I'm just assuming they want to leave as quickly as possible.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

They did start off 10 miles from the fort though too. They couldn't even see the blast from that far away. So they may have figured their "head start" was enough to keep them out of reach.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Aye, the game indeed does look interesting, have to dig deeper into it yet - but will most certainly get it for the notion of pathfinder AP's being turned into video games.
It'll never be as fun as the REAL thing, but it would be fun nonetheless.

@10 miles/pursuit: We don't know if thats where they started their day.
They may have moved closer to begin with, before releasing the horse...while horses may walk paths they are used to, that one was scared...extremely so. Just trusting it's not panicking and making a (pointless) run for it seems unlikely - I think they sent Sally on her way much closer. Or, if not, they may still not have camped withing visual distance of the Trading Post, and moved from a hidden campsite to that spot at dawn.

@hustling: As said, it would be very interesting to know Zokons proper track speed.
Can he track at HIS speed? Can he track at his mounts speed? Can he track at his mounts speed during double-moves(that is, twice it's normal speed/hustling) without incurring the -20 penalty?

The real problem I see is something, like the river crossing, that provides a chokepoint for all kinds of tracks, and may incur a heavy penalty. Same with weather etc...
Also, they may not need to hustle safely - they have a caster with them, who may very well be able of keeping their horses going - as such, they may recklessly hustle as a standard mode of movement - nonlethal heals quite quickly during rest, and if they can heal their horses up, they may be even more reckless - not because they are afraid they are followed(they did not, so far, try to make it harder to follow by walking in a river bed or something) - simply to get faster where they are going.
So I would not assume that +10 movement on Zokon is enough to catch up if they hustle even only a few hours a day(while we cannot, while tracking).

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

BTW we ought to also have Zokon use survival to make a weather forecast.


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Just to be clear - I Lessah the player greatly enjoys cool verses and dire warnings.

Illthir the skald however feels that evil necromancers should put more effort into theirs if they insist on using decapitated heads as instruments :P


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Hey, I only got so 25 words here. Maybe Marty Feldman singing I Ain't Got No Body next time. ;)


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Thanks to our furious race it seems as if we caught then with their pants down! *Ahem*


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Aye, one more reason to dodge whatever that Girl will belch your way...


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

With great power comes great perversion.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |
Scarlet Scarab wrote:
With great power comes great perversion.

Pity it does not work the other way around, in real life...


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Well let's not wish that - there's far too many people spending far too much time circlejerking already as it is :P


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Auchs! That was a horrible clubbing.

However - I have an very important question: That +2 at the end of the attack roll was his bonus to hit from invisibility right? His total attack roll, with modifiers, was 17?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

... And you have no Dex bonus to AC against a formerly invisible opponent.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Except, you know, she got Uncanny Dodge listed as a class feature...

Uncanny Dodge (Ex) wrote:
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him....

And you would have gotten away with it, too, if it wasn't for those fancy meddling hybrid classes! *smiles*


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Unless, of course, Illthir had some sort of ability like Uncanny Dodge. Which she actually does! Woop woop : )

Uncanny Dodge (Ex) wrote:

At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Edit: Aaaah! Elven ninjas hiding here too! :P


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Well, I am invisible! Elven Ninja fun time, go!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Curses! I knew I should have let Auchs go first rather than Ayles.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Ack, everything's an illusion- where's the caster? And how is he dropping stinking clouds while concentrating? I'm gonna burn these tents down at this point.


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

There might be two magicans. Or someone with a wand (say ... a familiar and use magic device?).

Also! That's probably not stinking cloud. An educated guess says *uhhh* well that would be cheating maybe. But Spellcraft for those who have it?

Also, maybe, it's interesting that the horses and the people on the other side of that loathsome aurora of colour seems unaffected ...


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

A few quick reminders.

Scarlet Scarab wrote:
Ack, everything's an illusion- where's the caster? And how is he dropping stinking clouds while concentrating? I'm gonna burn these tents down at this point.

There are no tents, nor is there a stinking cloud. There is a wall of pattern magic that if you see it you need to make a save against. Things like higher level illusions (i.e. 2nd level+), and illusionists can both allow illusion spells to linger a bit longer than concentration, and some illusion spells don't even need concentration they just allow you to do stuff once you've cast them (like starting a bardic performance might).

Observable magical effects can be deduced via knowledge (arcana) checks. Spellcraft only works if you clearly see the spell as it is being cast.


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Hmm horse napping. How evil.

However I have a cunning plan against this!

Handling an animal is a DC 10 move action. I know that at least Illthirs horse has the "come" trick.

So she'll simply call for her horse back!

Even better if the rest of you also does that - there seems to be only three of them so even if they are all handle animal trained we should be able to issue more come back commands then they can issue go away commands :-P

Thoughts?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Nauseated wrote:
Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.

"Come here Fido! Come-BLARRRRG!!"

I don't think my dog would be approaching at this point, and would probably join the bandits out of fear.


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Well Illthir's Intimidate is better then her Handle Animal so maybe she should just do that instead ...

Also!

I noticed the bellow:

Noticed! wrote:
Low Intelligence Non-Animals You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

Sooooo just how dumb to we think Auchs is? Otherwise bossing him around should just be an easy peasy DC 30 Handle Animal check (25 to push +5 for non-animal). I mean he already seems "friendly" to Illthir :P

Also wasn't the above just for Magical Beasts and *uh* I think Aberrations or something in the core book? I wonder where they changed/updated it. Anyone have an idea?


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Welp, now we've done it. Uh... Let's hope this nauseated condition ends soon.

And someone help Illthir, she is KOed at this point.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:

Well Illthir's Intimidate is better then her Handle Animal so maybe she should just do that instead ...

Also!

I noticed the bellow:

Noticed! wrote:
Low Intelligence Non-Animals You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.
Sooooo just how dumb to we think Auchs is?

Oh he's almost twice as smart as that. He's in 'magical beast' territory.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Guys...

Firstly, it would be real good to get this head off of me as I'm pretty sure it's waiting to hit me when I try to cast.

Secondly, clearly both Auchs and Salzarus were not blinded by the glitterdust. Think I should try again? Or hit Auchs with burning hands?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Secondly is not all that clear.


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

By the description I do think Salzarus was indeed blinded. Auchs just used his supreme will to get out of it ... :P

Speaking of blinded, anyone noticed that the site doesn't really look like it used to? (Might be hard to miss!)

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

The main thing I notice is that there is no longer the bar to the left with all the links when you are looking at posts. Makes the text area wider.

And the colors are different.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

GGGM: If I cast Aid on Illthir, would that bring her to consciousness? And would she still take damage for taking standard actions?


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

@Second part - presumably no, since she is probably still nauseated and can't take standard actions :-/

She has a few more rounds in her though. No need to worry about her yet. (Might be better to worry about making sure no more people join her instead :-P)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
GGGM: If I cast Aid on Illthir, would that bring her to consciousness? And would she still take damage for taking standard actions?

Potentially. Assuming you roll well enough to being her current hp total above 0 (disabled) she would not take damage for standard actions. Note: there is cleric standing beside you.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius from Gameplay wrote:
RPGGGM wrote:
Possibly, I didn't get a chance to peruse Tiny creatures and 5 foot steps (floats?) earlier. And Ayles should be down 11 hp.
Considering my roll it doesn't matter, but if that was a 5' "float" I shouldn't have got an AoO either. As far as I know you can make a 5' step while flying. You technically need to make a DC 15 fly check to hover, but perfect maneuverability (+8) and tiny size (+4) makes the check really easy. A DEX of 14 and she succeeds on a natural 1.

Tiny attacking creatures provoke attacks from their targets by entering their target's square (they normally have 0' natural reach, this also means they can't flank). However, a point we both missed, Numalar is holding a reach weapon so he didn't actually threaten it regardless. The head has a +18 fly modifier (for the reasons you noted) and so unless there is some unusual conditions pretty much can always make its hover/not-move-all-that-far-rolls. I understand the reason why Paizo eliminated the Good or better maneuverability allows you to hover rule--to streamline the game rule, cut down on proud nails, and one whole sentence worth of text space, but it is one of those streamlines that forces you to add 20" long tail fins to the rule in question.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:

The main thing I notice is that there is no longer the bar to the left with all the links when you are looking at posts. Makes the text area wider.

And the colors are different.

Though url links and regular text are now the same color....


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet is still nauseated, so the best she can do is be a meat shield. Speaking of, I'd love to cast Shield and get in front of Auchs.


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

1) Grease is a DC 15 reflex or go prone. Then moving through the greased area is a DC 10 acrobatics check and at half speed.

2) Sorry about the double post! My phone hides the 'submit post' button if I type too much ...


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

@Horses - yes shoot them dead if we have to. I *think* Sally simply cast mount so it's not even our horse!

Besides Walker is safe/already dead/lame already :-P

@Grapple - if head has a surprisingly high CMD Illthir will cast Gallant Inspiration for an extra

[Roll=bonus]2d4[/dice]

on the grapple check

Edit: try2: 2d4 ⇒ (2, 1) = 3


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

So. What now? Should I chop the head in half (since Illthir wants to hold onto it as a keepsake?) or try one desperate shot at Ayles?


Status: | Hp 41/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Hrmhm I was more thinking that I could take it hostage or something.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

I'm pretty sure the necromancer will just kill someone else and use her head for... um... familiar purposes.

With Auchs down, Scarlet doesn't have easy targets. The best she can do is double move and threaten Ayles' horse.

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