Shadow over Riddleport

Game Master Joana

"We cornered his drunken ass in the Goblin last time. This time, we won't show any mercy. We'll kill him for what he did to Larur, and then he'll tell us where Lil is." -- Braddon Hurst


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To be clear, I'm fine with two groups: one taking the path and one aiming for an element of surprise through the woods. I just need to know who is going which way.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Snake will stay on the path. If we all go in the woods we might as well be carrying bells with us.


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

Some narration, because Gristav is sometimes hard to read, the thoughts in his head...

He's taking point on the path, because Magus trumps Wizard and Witch.

He's suggesting Phillip back up Braddon, counting on native and Roguish talents for stealth (He thinks Phillip is a Rogue, quite the thorough scoundrel, in fact, if perhaps exceptionally devout...).

He's speaking in normal (perhaps obsequious) tones to Tendal, because they know we're here, and we're on the path, so they know where we _are_, and perhaps being busy knowing all that will help put Braddon and Phillip in shadow.

Really, quite wonderfully intelligent eyes.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Braddon Hurst wrote:
therealthom wrote:
Just finished page 175. Only 4 pages back now. I kind of dread catching up entirely because I'll have to wait for posts then. Catchup mode is more like reading a book.
Wow. You'll have a better idea of what's going on than we do. I can barely remember how we got here. And I justify not rereading stuff to maintain Braddon's low Int. Well, except for the occasional update so Braddon can brag of his achievements. :-)

That's a primo rationalization!


I did a similar thing with my halfling barbarian in Legacy of Fire. Whenever there was a big info-dump post, with some NPC telling us about the historical or cultural import of something we were involved in, I just didn't read it because there was no way Nuveril was listening to it. ;)

In-game: waiting to see if...

  • Gristav is going to move any further,
  • Tendal or Snake are going to move or stay put, or
  • Braddon is going to remain hidden for the moment or reveal himself.


  • Gristav, Photobucket is working for me. Let me know if you continue to have problems with it by the time it's your init.


    Male Halfling Inquisitor of Calistria (Heretic archetype)

    Well - I'm back just in time for the backs to the wall heroic overcoming... hopefully... 1d6+8 is ouch...

    Trip was a trip - I've got 14 days living it up before I have to head back out to the platform again, so consider me back in active service :)


    Yay! You're back! :)


    Gold Goblin wrote:
    While my mist effect may be pretty, it's not very exact so I've listing the squares affected.

    Ugh. Noticed that literally 1 minute too late to edit. :P


    hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

    It's not like you spelled your own name wrong like Marikel does... twice.

    :-D


    M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

    Sorry. Will post on lunch.


    M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

    Clearly did not post on lunch. Will try for tonight.

    Question? How much of the events under the mist can Gristav hear / understand?


    Perception 1d20 + 1 ⇒ (6) + 1 = 7

    Not a great roll, but technically the DC would be 7 to "hear the details of a conversation" from 70 feet away so he can what's being said. "Sound of battle" is DC -3, so he knows there's fighting going on.

    Gris's Spellcraft is +7, with the same +7 to DC for distance and an additional +5 for not being able to see somatic and material components, so...

    Spellcraft 1d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (18) + 7 = 25

    ...despite the good rolls, that's not good enough to identify either Snake's or Tendal's spells, though he may well presume one of them to have been obscuring mist due to the visible effects. He does not know Tendal cast grease, though he knows he cast something.


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    @Braddon: Favored enemy is also +2 to damage. I noticed you left that off. I really hated to bring it up but I really felt it was something that had to be said. I hope we can continue on without any hard feelings. ;)


    So, rules round table: Can you 5-foot-step in obscuring mist?

    The tactical movement rules would seem to say no, as areas of poor visibility double movement costs as difficult terrain. The Survival skill description, which seems to be the only other place to use the term "poor visibility," lists overcast or moonless night, moonlight, and fog or precipitation as examples, and fog has the same limiting conditions to vision as obscuring mist.

    The counter-argument is that the 5-foot-step rules list only difficult terrain or darkness as conditions that rule out the 5-foot step. Specific trumps general?


    M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

    I'm no expert on the letter of the rules, but I would say mist is equal to darkness if it's about lack of vision. But I would then ask if all blinded or under-visioned-for-light-level persons are to be denied 5' steps and pay double for movement. Which would not be just Asmodean Advocacy, since two of us have blindness-making powers, and the name of the AP is Second Darkness.

    I can see a ruling that a mist that lets you attack 5'/20% lets you 5' step. Darkness seems to grant no such 'range' of vision, as when you are in that area, you're rolling miss chance, regardless of distance. My point being that mist, while declaredly never less limiting than darkness, is also declaredly gradual, in that it gets worse with depth, and so, presumably, it gets better with approach, so it might well be ruled one can 5' step.


    Characters who are blinded must move at half speed unless they make a DC 10 Acrobatics check.

    Characters who have hampered movement due to poor visibility count each square as two.

    I suppose the question comes down to whether there's a mechanical difference between having your movement rate halved and doubling your movement costs. Which doesn't begin to explain why a blinded character can move at full speed with an easy Acrobatics check when the same character in darkness can't.


    hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
    Javell DeLeon wrote:
    @Braddon: Favored enemy is also +2 to damage. I noticed you left that off. I really hated to bring it up but I really felt it was something that had to be said. I hope we can continue on without any hard feelings. ;)

    Thanks. I was so busy sniping at my other character that I missed my entire build there- +2 to hit and damage vs those pesky humans. I was even wondering why I wasn't as awesome as I remembered and just put it down to Braddon's overconfidence. :-)

    As for 5' steps- totally you can 5' step with limited visibility. A 5' step is just shuffling pretty much on the spot. If you can see your feet, you should be able to 5' step with no worries- unless there's physical terrain impediments. Moving 'fast', however, is totally different as you need to stop in time when you see a hazard.


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    I would agree with Gristav on the 5' step business.

    A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

    Seeing how the spell says it obscures all sight beyond 5', I read that as you can see what's directly next to you and could easily step there. Anything past that though would cost double movement seeing how one would be unsure of what's next to that space.

    Note to self: Erase Obscuring Mist. It's making me think and I really don't like that. :P


    Hp :26/26; AC 11(15) / 11 tch / 10(14) ff; Fashionable Merchant 4

    I am in agreement. There should be no reason why you cannot take a 5' step in these circumstances.


    All right, that's a majority in favor of 5-foot-stepping in obscuring mist, so that's how we'll play it.

    Tendal Deverin wrote:
    5' step, move-retrieve magic weapon scroll, standard-cast magic weapon on Braddon's primary weapon. +1 for 6 rounds

    Zeta, by my reading, magic weapon is 1 minute per level, so that should be 10 rounds, not 6, correct?


    M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
    Joana wrote:

    All right, that's a majority in favor of 5-foot-stepping in obscuring mist, so that's how we'll play it.

    Perhaps only if one closes one's eyes? :)

    Tendal Deverin wrote:
    5' step, move-retrieve magic weapon scroll, standard-cast magic weapon on Braddon's primary weapon. +1 for 6 rounds
    Zeta, by my reading, magic weapon is 1 minute per level, so that should be 10 rounds, not 6, correct?

    Surely 20 rounds, then?


    He cast from a scroll, which, I believe, unless you pay more for a higher caster level, counts as the lowest possible caster level, like a potion or wand.

    CRB>Magic Items>Scrolls>Activation>Determine Effect wrote:
    Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise.

    I'm not sure if he bought or created the scroll, but I'm presuming he used the standard cost for a 1st-level scroll, which would include first-level variables.

    (Actually, he cast grease from a scroll rather than from his prepared spells as well, which probably means it should only last one minute rather than two. I'll adjust that in my next effects listing.)


    Male Halfling Inquisitor of Calistria (Heretic archetype)

    10 rounds if the scroll is scribed at a caster level of 1st


    hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
    Gold Goblin wrote:

    Braddon's oversized blade cuts through his opponent like butter, but the smaller weapon fails to connect.

    Braddon attacks...

    He didn't fall!?!?

    With the 9 from the previous hit (11 vs human) that's 28 damage...
    And with rapier and dagger he's likely a rogue...
    Okay, now I'm worried. :-)


    He is quite visibly wounded, if that helps. :)


    hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
    Joana wrote:
    He is quite visibly wounded, if that helps. :)

    It helps if he looks like the leader. If they all look like they have the same stats then, no. No, it doesn't help at all... :-)


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    Lol!

    I'm more along the lines of a two-weapon fighter. 8 freaking damage?!? And that's not even two-handed. This cat has a nasty Strength score.

    Actually, after looking at it, 10 to 1 this guy probably mimics you, Braddon, in class and favored enemy.

    I'm going with at least 3rd level(I'm more leaning toward 4th) ranger with two-weapon fighting combat style. My final answer. And this guy has to be the leader of this rag tag bunch. But If he's not, well, it's been fun, folks. :)


    M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

    My guy's sporting +6 to hit. So, +4 from a stat? That'll hurt if it's STR, but it's not likely DEX, if a 15 hit. Can't complain, though, with Snake hanging by a thread.


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
    Gristav wrote:
    My guy's sporting +6 to hit. So, +4 from a stat? That'll hurt if it's STR, but it's not likely DEX, if a 15 hit. Can't complain, though, with Snake hanging by a thread.

    Okay, I'll bite. How do you have a +6 to hit? (I ask because I just can't figure it out from your sheet. And I hate it when I can't figure something out. :P I know you have some type of magic that gives you a +1 better to hit but that's as much as I can come up with)


    M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

    The opponent has +6, Gris is usually +4


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    Ohhhhh, okay. My bad. I just misinterpreted. When you said "My guy" I thought you were speaking of Gristav. Well no wonder I couldn't figure it out. :P


    Hp :26/26; AC 11(15) / 11 tch / 10(14) ff; Fashionable Merchant 4

    Yep. Bad math. 10 rnds for both grease and the magic weapon.


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
    Tendal Deverin wrote:
    "This mist is moderately annoying." Tendal says grumpily.

    Yeah I agree. I wish I could dispel it. Unfortunately I had to do it to buy Snake some time. No way I could take a chance on him being seen clearly by this dude and him getting another clean attack. He would've dropped me like nothing. But now it's killed any chance at hexing the guy(I now wish I would've done something different because now the original hex was absolutely pointless) or attacking him with a ranged weapon.


    Obscuring mist is....

    Quote:
    Duration 1 min./level (D)

    ...dismissible as a standard action.


    Male Halfling Inquisitor of Calistria (Heretic archetype)

    Wow... sometimes the dice bot does like me :)

    Reminds me of when I jumped off a cliff with my Barbarian foolishly single-handedly taking on a troll... greataxe crits are fun.


    9,000th post, too. Another thousand to a real milestone. :)


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    What?!?! 9000th! Really? Let me see...


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    I'll be derned. I didn't even realize that. That's a lot of posts.


    Male Halfling Inquisitor of Calistria (Heretic archetype)

    Well... wasn't meant to be heading back offshore until Saturday... but turns out I'll be back on the boat at about midnight tomorrow night!

    So I'll be back out of contact until the 28th ish of May. There is a slim chance I'll be able to snaffle some post time during the trip - but I'm not holding my breath too much.

    At least I got to contribute 'something' to the fight while I was here :)


    Boo! >:P

    Take care, and be safe.


    Phillip Hargreaves wrote:
    Status currently in limbo as after I flew to the boat port... they delayed my mobilization until Saturday...

    Oh, that's fun. "Hey, you'd rather spend an extra couple of days sitting around a strange town than home with your family, right?" :P

    Hope they're at least covering room and board while you wait.


    Gristav wrote:
    Staggering Southeast...

    You can't move diagonally around a corner, Gristav. You can 5-foot-step west and either eat an AoO or try to cast defensively, or you can move 10 feet to J10 and take 2 AoOs. Or you can attack normally, or you can withdraw.


    Male Halfling Inquisitor of Calistria (Heretic archetype)

    Yeah - pretty much... and unfortunately it seems to be more the norm rather than the exception with this particular mob. Hopefully later in the year work (and oil) picks up a bit and I get more office jobs... but beggars can't be choosers eh?


    Don't know if you've had time to peek into the game thread, Mark, but do you have a preference whether Phil makes for the hole in the wall of the building or the door as he's double-moving to try to get a flank?


    M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

    Staff+1, +2 STR, Spell Combat-2 vs Cappi: 1d20 + 2 ⇒ (12) + 2 = 14
    d6+3: 1d6 + 3 ⇒ (1) + 3 = 4 Where is the good damage?

    Concentration+5 vs 15: 1d20 + 5 ⇒ (3) + 5 = 8

    His head still ringing, Gristav fails to form the image of the Tienish Glyph.

    5' step to I8


    Male Halfling Inquisitor of Calistria (Heretic archetype)

    Sorry - hotel net here is pathetic. Phil's intent would've been to squeeze down between the two buildings.


    Gristav wrote:
    If it's possible to move to F7 (taking 10 to Fail the Acrobatics check to avoid the AoO Emiliu can't make...), Gristav will swan with a fae chuckle at the lark, and duck through the door.

    Emiliu (Varisian in blue at the door) made his save. He can absolutely make an AoO if Gristav attempts to move through his space. The only safe way for Gristav to exit the building is back through the hole in the wall, past Cappi (Varisian in orange who failed his save).


    M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

    Emiliu is in Total Defense, and cannot make AoOs.


    Good point. (I should really have added Total Defense to my list of active effects so I didn't overlook it before his next turn.) However, I'm still saying no.

    The rule is:

    Quote:
    If you attempt to move through an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.

    {my bolding}

    Just because Emiliu can't make an AoO doesn't mean that the other condition of failing the Acrobatics check -- that of failing to move through and losing the rest of the move action -- doesn't apply.

    From a verisimilitude stance, it would lead to some very weird places, too. For example, a bouncer without Improved Unarmed Strike couldn't stop people from walking right through his space and into the club through the door he's standing in front of without drawing a weapon and attacking them all.

    Tl;dr: Emiliu can't make an attack of opportunity, but he can prevent an opponent from moving through his space without a successful Acrobatics check. So Gristav can either exit through the hole in the building or roll an Acrobatics check to exit through the door. (No taking 10 in combat.)

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