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| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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Class inquisitor
Favored Class Bonus +1 skill rank
HP 1d8 + 1 ⇒ (7) + 1 = 8
Feats Two-Weapon Fighting
Class Abilities bane 5 rounds/day, discern lies 5 rounds/day
Spells per Day +1 2nd-level, +1 1st-level
Spells Known flames of the faithful
Skills Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Intimidate 2 ranks, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank
| Hazreem Al'Shakar_1 |
| Male Human (Desert) Druid 9 |
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Sardaukar,
Daumari's player is currently running a CotCT pbp HERE, so i know he is still around.
Maybe you can drop in on the OOC thread and remind him of this game?
| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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Gah! Thanks for pulling me back; I got so wrapped up in keeping my CotCT game going, getting repairs done at the house, and prepping for the school semester, that this character completely left my mind. I don't really know how I spaced things so badly.
I'll get reading and get back into things, if you'll still have me.
| Hazreem Al'Shakar_1 |
| Male Human (Desert) Druid 9 |
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Welcome back Daumari, good timing, he he.
In regards to the critical hit, I have no problem with Bahir being killed here. In one of my old 3.5 RL games, a critical hit from a gnoll ranger did my mage in, killed with one blow. That triggered some consequences which are still unfolding for his daughter...but I digress here. Giving us a chance to return the body to Kelmarane to be raised would be acceptable to me.
If you do decide to kill Bahir here, Sardaukar, I recommend having Bahir's player take over one of the NPC's temporarily (Haleen would be a good choice IMO), if he is OK with being raised later.
PS. If you are curious about who I am referring to, I will give you a hint. The mages name was Richardson...Ourson, he he.
Bahir al-Asim Abdul Shihab
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I have no problem with Bahir being killed here.
Hmmmmm, I suspect we have a Carrion King spy in our midst ;p
But seriously, let's not get ahead of ourselves, you may have more than one body to deal with the way our typical luck and rolls seem to be going. Daumari can't take that kind of damage either and with a +18 or so you can bet there isn't going to be much missing. That on top of the fact our opponent seems to be just getting warmed up....sheesh...
| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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Hehe, I know what you mean. If the dice continue to fall as they have thus far, Daumari's likely to follow Bahir in short order. Now I don't doubt the gnoll can be downed, but we might have to consider the possibility of the entire front line being decimated in the process.
Ordinarily I favor character death when it's called for. This goes for games I run, as well as any game I play in. That said, I have to admit the rolls comprising the strike that took Bahir down are rather extraordinary. Whatever course of action you decide to follow, Sardaukar, I know I'll have no problem with it. I say this even given Daumari's current position.
| Sardaukar |
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Here's the current status for Haleen for Bahir to run. I probably won't get to the next post until tonight. It's 6am here currently and I have to run off to work. She also has the Ring of the Ram on Efreat's list, 21 charges remain. Uses 3 charges per round to use at full strength. +9 ranged touch attack to hit, 3d6 damage, if hit within 30 feet gain free bull rush at CMB +19. (I was doing +11, but that was wrong. Didn't change outcome though as the dice always hit by long shot.)
Female human fighter 5
CN Medium humanoid
Init +4; Senses Perception -1
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DEFENSES
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AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +2 shield)
hp 45 (4d10+12+3)
Fort +6, Ref +5, Will +0 (+1 vs. fear)
_________________________
OFFENSE
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Speed 30 ft.
Melee +1 rapier +12 (1d6+5/19–20)
_________________________
STATISTICS
_________________________
Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10
Base Atk +5; CMB +6; CMD 21
Feats Combat Expertise, Dodge, Mobility, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier), Spring Attack
Skills Acrobatics +8, Intimidate +7, Perform (dance) +4
Languages Common, Gnoll, Kelish
SQ armor training +1, bravery +1, weapon training(blades, light) +1
Gear chain shirt, +1 buckler, +1 rapier, battle market key, 320 gp
Bahir al-Asim Abdul Shihab
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While I appreciate the offer, I don't have the first inkling on Haleen's character and motivations, and am not really feeling inspired by her at the moment. So, in short, I don't really think I can role-play her. I am still mulling over what I should do now that Bahir is dead, both as a player and a character.
P.S. I am still somewhat in shock at his unavoidable and sudden demise. Yes, I know I could have just stayed quiet but that's not how I play. This campaign has been brutal to the front line guys so far.
| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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... This campaign has been brutal to the front line guys so far.
I've noticed this as well. I don't know if it's a result of just incredibly strong opponents in the AP, or just typical opponents with greater than average dice rolls, paired with less than average rolls on our part. Whatever the reason may be, we have not been holding up well at all.
I don't mind taking a beating. It's what the front-line types are for. But it seems like a lot of things simply scoff at our armors, then drop mountains on us.
... I probably shouldn't put it that way when we're underneath a mountain surrounded by gnolls ...
| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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All things considered, though, this particular course of events is a rather dramatic moment for Daumari. Bahir is really the only member of the group he considered a close friend, and now that friend has fallen brutally at the hands of a gnoll. Just as his mother was cut down when he was a child.
The size of this gnoll in relation to Daumari is even the same as those of the regular gnolls in his memories of the massacre. I apologize in advance if I play this encounter up too much.
| Sardaukar |
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After much deliberation, I have decided to leave Bahir's fate to the dice. Not the message board die roller, but real physical dice. Since the hit that potentially killed him was maximum critical damage done by the die roller, I decided to re-roll that damage. There is a chance with 3d12+48 and his hero's defiance roll of 8 that he could survive, though it is less than 50 percent. If he survives the re-roll, he can, at his option, be revived. Otherwise, he will have to hope that his corpse makes it back to Kelmarane where his comrades could seek out the high priest of the Sarenrae temple to raise him or Bahir can generate a new character that arrives in Kelmarane for whatever reason and joins the group.
The roll... clunk, clunk, clunk on the desk
3d12 + 48 - 8 = (3,8,1) + 48 - 8 = 52
With 42 hit points, that places Bahir at -10. Now I believe you still had a couple of points of injury from the previous battles that you never healed, which would put you at -13 and death. If we assume that you would have healed yourself before opening the door to an unknown danger, you can use up one of your lay on hands to be back to full health before being hit.
With Mah'ysa's positive channel energy for 9 points, the gnoll cleric's negative channel energy for 2 points, and Paellat's potion of cure moderate for 15 points, it puts you to 12 hit points and waking up.
And no, I did not fudge the die rolls.
| Hazreem Al'Shakar_1 |
| Male Human (Desert) Druid 9 |
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Sardaukar,
First of all I would NEVER accuse you of fudging any die rolls. Not and expect to survive, he he. Still, such a near death experience would leave a mark, even on a paladin of Iomedae. I would like to see some aftereffects of such a close call with death here. maybe some other planar agency took an interest in this, and allowed Bahir to live...
Plus, there is the fact we are gonna be up to our elbows in gnolls here, so we certainly do need his help here.
| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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Silly Bahir, you wouldn't go to hell immediately. You'd go to the Boneyard first. Pharasma would kick you around a bit, and only then you'd be on your way out. :p
This morning's snark has been brought to you by GoblinWorks name-brand Fireworks.
GoblinWorks
It's not our fault you burned your house down.
Bahir al-Asim Abdul Shihab
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He's not exactly keen on the ins-and-outs of afterlife (that was covered in the holy reading course that he was daydreaming during). You did notice that his wisdom is somewhat.....challenged? I am guessing that is why Sarenrae herself shook her head at his lack thereof and boosted it up to a 9, just so he wouldn't embarrass her so much.
| Sardaukar |
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Actually, he was swinging a medium sized GreatAxe as a large creature. The pathfinder conversions I'm using for Legacy of Fire are messed up for this weapon, probably because of this. The original book said 2d6+XX damage (don't have it in front of me right now) and one conversion said 2d6+16 and the other said 1d12+16. At 2d6 instead of 1d12, the chance of doing maximum crit damage is extremely low (1 in thousands). But then add in the extra 2d6 for human bane, which isn't multiplied for crits. I can't find the conversion on damage for large creature using medium weapons. I would of just treated it as a medium creature using a small, which would make it 1d10 damage. But that battle is done and over, moving on...
Adding +1 Ring of Protection under Pae's list. Pae, don't forget to update your character sheet with the +1 AC.
| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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I can't find the conversion on damage for large creature using medium weapons. I would of just treated it as a medium creature using a small, which would make it 1d10 damage.
It doesn't change the weapon's damage in any way. However, by using a weapon sized incorrectly for the character or creature, a -2 penalty to the attack roll would result; such a penalty wouldn't have impacted the combat much anyway.
I imagine the reason for making the CKing's weapon medium was to throw the players a bone, since the armor would be too large for most groups to utilize.
| Efreat 'al Inferis |
| Male Human (Keleshite) Sorc (Efreeti) 9 |
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According to PFRGP p. 459, magic clothing and jewelry usually resize for the wearer. Armor and weapons seem to be the exception.
The question I put to our DM is whether a person with craft magic arms and armor could magically modify the size of armor and weapons?
| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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It's the other way around, actually; clothing and jewelry is the exception. Magic items usually don't alter their size unless enchanted to do so specifically.
I've played both as written, and house-ruled that weapons and armor resize. The latter becomes extremely nice if the party includes small or large characters. In any case, neither ruling has seemed superior to me, and I've even tried both in games I've run. Ultimately, this one truly boils down to GM preference, even more so than most decisions.
| Sardaukar |
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From the background storyline, the Carrion King had the medium-sized GreatAxe prior to becoming large. So it used to be the right size for him when he was just a regular gnoll.
My understanding is that weapons don't resize and small sized characters generally need to buy upgrades or you find a way to place small items for those characters in the campaign. If I find opportunities to adjust treasure to small where it fits into the storyline and would be usable by our Halfling, I'll make that change. There will be opportunities to buy stuff up through 7th level at least.
The question I put to our DM is whether a person with craft magic arms and armor could magically modify the size of armor and weapons?
I would believe this would fall under the mending a broken arms/armor as you have to make significant changes to the armor to make the change just as if you were fixing it.
"You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place."
| Sardaukar |
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Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Based on the description above, distraction works against those affected by illusion attacks. The floating creatures are Rasts and used a special attack called "Paralyzing Gaze" that states on page 229 of Bestiary 2:
Paralyzing Gaze (Su) Paralyzed for 1d6 rounds, 30 feet, Fortitude (DC 14) negates. The save DC is Charisma-based.
This does not appear to be illusion based, nor are the paralyzed victims under the effects of a noninstantaneous magical attack. Unless you can convince me otherwise that Distraction works in this situation.
I would not want you to spend a second round attempting to perform a task that cannot possibly succeed. You could switch it to Inspire Courage, though that wastes the natural 20 since that doesn't require a roll. Fascinate doesn't work because the Rasts are in combat already. I've give you the natural 20 for a sling attack if you want to keep the roll (with possible crit).
| Sardaukar |
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Maplink no longer working for me
I must have failed on my cut and paste. Here's the current map link, though this may change once I update the map.
I am going to create a new profile and move all the campaign related information over to it. I'll include a link to the parent album there. So if I ever biff the map link again, you can always go there and use this one which will always work.
Bahir al-Asim Abdul Shihab
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Bahir update part 2 (Paizo site keeps crashing on me today in middle of my posts)
Mercy (Daze)
Intimidate +1
Diplomacy +1
Knowledge (Religion) +1
Lay Hands On: 8/day and now heals 3d6 damage
Sardaukar, If you could do me a favor and summarize what I can do with Vardishal at this point I am going to add a section to my character sheet for its abilities. Please include the nice descriptive effects also like what the mold and ice do and look like. I think it encases his hand. Thanks in advance.
| Daumari |
| CG male half-elf inquisitor of Sarenrae 8 |
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Daumari Level 6
Inquisitor 6
Favored Class Bonus +1 Skill Point
hp 1d8 + 2 ⇒ (5) + 2 = 7
BAB +1; +4 total
Base Fort +1; +5 total
Base Ref +1; +2 total
Base Will +1; +5 total
Bonus Teamwork Feat Outflank
2nd-level Spells/Day +1; 4/day total
Spells Known resist energy
Ability Effect Increases
Stern Gaze: +1; Intimidate, Sense Motive gain total +3 morale bonus
Track: +1; Survival gains total +3 bonus to follow or identify tracks
Bane: +1 round/day; 6 rounds/day total
Skills (9 ranks)
Acrobatics: +1 rank; 6 ranks total
Bluff: +1 rank; 6 ranks total
Diplomacy: +1 rank; 6 ranks total
Intimidate: +2 ranks; 6 ranks total
Perception: +1 rank; 6 ranks total
Sense Motive: +1 rank; 6 ranks total
Spellcraft: +1 rank; 6 ranks total
Survival: +1 rank; 6 ranks total
| 301 to 350 of 599 |
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