Sheik Voodoo's Katapesh Nights (Inactive)

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


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Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

I was also under that impression -- that a lit arrow would be illuminating the tower.


if i missed you daylighting an arrow let me know.

Also, if they can't see 60' how can you see 100'??

Also, it's not underground dark, I'd say the gnolls can see by starlight as dim, by moonlight just fine.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

I never though night time was a good idea, I am just weak willed and unassertive, lol.

Yeah I am thinking we need to pick somewhere and make things come to us...or just bypass the guards and start trying to break into the dome/market area and hope we stay ahead...


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

My intention was to launch the first arrow with light on it into the tower, and then follow that with more arrows. She could do this from 500' if needed, with a small penalty.

Light would create a globe 20' in radius, 40' for low light vision. Perhaps I am misreading things, but I do not think that one needs to be in the radius of illumination to see into the lit area. Thus, she could be firing from quite a distance away, hundreds of feet if necessary, and be able to shoot into the illuminated area.

I am sorry if I am belaboring the point, but I thought we had scouted the area and it sounded as though there were a few guards, 3 or 4 or some similar normal number of guards, in each guard station. With this number and a lit arrow, I thought that we should be able to surprise the guards, or at least take down 1 or 2 before they determined where the arrows were coming in from the darkness. I think that we would have chosen a different tactic if we knew that there were dozens of gnolls in the tower, or that we would have to get so close, and still be blind.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

As a note to all my games: MY family is on vacation starting the weekend before the 4th of July through the following weekend of July 9/10. I will have intermittent internet access but our schedule is a bit up in the air. I will try to post when I can but if I am quiet for some or all of this period please know I will be back. I don't intend on radio silence but stranger things have happened.)


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I'm off camping for traditional US Brexit Holiday weekend.


So Amir's on vacation. Same with you, Karethas?


Alright, fly spell clarifications for how I'm handling the spell. Make you fly check, if required, at the start of your turn kinda like a swim check to see how it affects your intended actions.

Speed: 60' w/ light armor; 40' w/ med or hvy

Skill check: +1/2 CL + 4 (good rating) + dex - armor penalty= modifier

Fly check DCs:
Full horizontal move (60'/40') DC 0
less than 1/2 move (< 30'/20') = fly DC 10
hover or shift (< 5') = fly DC 15

fail < 5 = no iterative attack
fail 5+ = fall 10'

They Flying Carpet has a speed of 40' and does not need a check to hover.

(note: I'm giving the Jann 40' fly speed)


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Sounds reasonable. Fortunately the mithral breastplate is light armour.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Yup - same with the mithral chainmail Kzrira has.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

I have a +3 to fly including the ACP, +4 for maneuverability +3 for my CL = +10 total?


Kzrira Maiwith wrote:
Hypothetical question --> What would happen if you cast confusion on a swarm? Would it attack itself doing auto-damage?

Interesting question- it's an AoE spell though 15x15 and a troop is 20x20. Most swarms are vermin which are immune to mind affects. A troop of soldiers isn't mindless though so I would allow it. The troop would make a group roll for actions each round.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Is there any chance I can put a bottle in her mouth at the last minute to heal her?

-Posted with Wayfinder


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Didn't get to pick up diehard -- would have been the next feat, since I got Endurance as a bonus. Thought about calling an archon back to aid me me again for more temp hp -- couldn't cast or channel because concentration isn't something I could do.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

As I posted on the other page, technically you could have ended bloodrage as a free action. If you did it between the two attacks, Varkata would have collapsed unconscious at that point, before taking the second hit. This is one of the problems with pbp versus tabletop where you would have had the option before the DM rolled the second attack.


What if we just said the Rage hp are Temp hp like the Unchained barbarian? That's honestly a MUCH better system IMO.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Works for me, with the same result, -3 and unconscious, and the second attack is at someone else, unless the priest likes to kick enemies when they are down.

I agree having the HP come off if/when the rage ends, like by being unconscious, is one of the most odd rules I have seen.


Not just odd, it's a buzzkill.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Technically, free actions need to happen on your own turn (they're free when you're taking another action), so the best I could have done was release the rage after my attacks and get knocked down then -- but that's a whole lot of metagaming just to keep a character alive, and I'm not the sort of player to do that.

Varkata dug in to make a last stand, used her bloodline magic (which did minimal damage) and three of her ferocious strikes. She said, it'll be him or me -- sadly, it didn't go the way she was hoping -- but she wouldn't have released her rage in the hope that between her spells and her armour, she'd survive the next shots and be able to swing her sword again.

As I said, I should have cast divine favour on the way down (for the extra +2/+2) -- it's rough trying to be a battle cleric when you don't actually buff up. (But, since the gnoll emerged after she'd touched down, casting a limited-duration melee boost spell didn't make a lot of sense just yet -- so increasing her defenses seemed the better call... [of course, all it does is bump her middling AC to slightly less middling, so clearly not]). And, realistically, confirming the critical and connecting on more than one attack this round might have helped too.

That said, we can treat rage hp as temp hp, per unchained -- I'm good with that, not only to save myself the negative level for being raised, but also to avoid having to waste a feat on Diehard (which is only made worse by the fact that you need Endurance to get it!) -- in order to survive being dropped ever again -- because by level 8, it's a death sentence for pretty much every character.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Also, she had 29 hp -- it took both hits to knock her down.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

I'm a fan of the temp HP solution. I'm certainly in the camp of not understanding Paizo's long standing tradition of punishing martial's over casters just because for the first 5 levels they tend to rule the roost. The Unchained barb at least makes the idea make more sense from a world setting/evolution perspective. There would be no high level or old barbarians...or exceedingly few, if the normal system as described was deployed in wild. My 2 cp any way.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Sorry again for my absence. On Friday we finished the packing we've been working on for a month. On Saturday we loaded everything on a 27ft tractor trailer and my wife, daughter, 75lb dog and brother-in-law left for Buffalo. On Sunday I spent the day alone in an empty house doing repairs and cleaning. On Monday I said goodbye as our belongings were trucked off, painted, finished cleaning, and drove the 400 miles to Buffalo. Now we are stuck at my inlaws' house until I find a job and we can buy a house. At least I slept in a little today.

Anyway, as I always say when the question of Fire Resistance comes up, Amir has the Ruby Seal that grants him 5 fire resistance (Which again, he really should put on his character sheet. It shouldn't count against him when we count up loot, but we need a record.) I also have 3 scrolls of Resist Energy, two of which I will use on Varkata and myself.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Sorry folks I have been having a myriad of access issues, I apologize for the spotty posting.

For the love of all that is good I swear I have added that thing to my sheet a dozen times! WHAT IS WRONG WITH ME!?!?!?

Its on there now. I see it! Sorry.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

As a head's up -- I'll be out of town in a place where I'm not expecting to have any internet access from Friday, Sept 2 until Saturday the 10 (and will likely be unpacking and the like, such that Monday the 12th is probably the safest estimate of when I'll be able to catch up and post).

I'll still be here to play this week, but given the chaos of packing, I wanted to make sure I posted a warning of my absence while I can (though I will try to post a reminder before I go..)

While I'm gone, please feel free to bot Varkata as needed. Her sheet properly indicates which spells and powers she has left -- and assuming we find the Efreet, probably divine favour and close to melee, rage and use her elemental strike and ferocious strikes (taunting his inability to burn her).

That said, if there's some prep time (or a different tactical situation) she might use other magic instead.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

I want to apologize for my spotty access lately, I am having some issues at home and at work that are impacting my ability to get onling physically and taking a toll on getting into the groove emotionally. I expect this to be a patch of turbulence that might last another month or so but shouldn't take me out of the fight. I will continue to try to get on as often as I can but if you are willing to be patient, I will slwosly get back up to speed. I apologize for my delays.


No worries, Devon.

I also will be on vacation 9/1-9/6. Maybe a couple posts, but pretty quiet.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

In-laws + work means more infrequent posting for me, but I should still be on once a day.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Good grief - 73 points of damage before we even get to act. Kzrira is not dead, but darn close.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

YAY!


Amir Awad Hajjir wrote:
YAY!

Amir did something!


Kzrira Maiwith wrote:
Whew, glass cannon janni.

criting + sneak attack is decent damage, but no, they aren't particularly tough considering ~50 hp damage per round. As I've said before, high level BAB outstrips AC so it's just a race for damage.

Varkata should be back this weekend so I don't mind holding for her post.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Worst...rolls....ever.


*Thick belt with a tarnished buckle= +4 strength
*Unholy amulet= +2 Nat Armor
*Full plate= masterwork
*Greataxe= +2


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

So don't let the appearance fool you this is still decent stuff, lol.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Some of it, certainly.

Anyone mind if Varkata slips on the belt, if only for the short term? (I mean, yes, she would also want it when we do a split, but it seems dumb to carry it around until then...)


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I swear to God I looked back on VooDoo's posts and did not see that one. It didn't have any stats but I would have linked it. Anyway, I'm fine with Varkata using the belt. I'll put it on the loot list, and I made a note that you have claimed it.

I also looked back at the oasis, but I didn't find any loot there. I may have missed something there, or Voodoo may be controlling our progression further :=).


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

She can trade in her +2 belt as part of it.


Karethas ibn Faradin wrote:
I also looked back at the oasis, but I didn't find any loot there.

I don't believe that there was much left at the ransacked and defiled oasis. Also, that was more about repaying a debt than enrichment.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Ok, I am still alive. I think that Amir should get the amulet, as he needs better AC. Kzrira can take the axe as a backup weapon. I prefer sword and shield, but if she needs it, a +2 great axe can do some decent damage.


Kzrira Maiwith wrote:
Did we ever determine what the magic axe we got recently was? I don't see any identification other than it was being used to sunder. It sounds like adamantine, but I don't see this specifically stated. I would assume that Karethas would have identified it.
Sheik Voodoo wrote:
*Greataxe= +2

This? the sundering was a special Rovagug priest thing.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Ok, I have no clue whether Communal Resist Fire was cast. It was discussed. But I do not see it on anyone's spell list unless it is in an item of some sort.

Otherwise, she should have Resist 5 from her amulet.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Sincerest apologies, I got a new promotion that also came with moving offices and computers and what not so my access to tech has been severly limited as my crappy home laptop has decided to play "turn off without notice and always require to be plugged in". But I'm moved, set up, and adapting so I should be more present.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Big death in my family. I will be back by the end of the week. Apologies.

-Posted with Wayfinder


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

My condolences. Take your time.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Sorry to hear that. Condolences.


Take care, Amir. My condolences to your family.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Sorry for no post tonight. Work is killing me at present. I am following things though.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Hi folks, there has been a parting of the chaos just long enough for me to poke my head up and try to touch base with my various games. The probate and estate stuff for this branch of the family seems...challenging at best. Between my new promotion and what might be weeks if not months of familial wrangling I need to be honest about what I can accomplish and how often.

Unlike many of my other posts I am here to say that I am holding on until the painful bitter end, lol. This was one of my two first games on the boards and I will see it through to the end. I am closing out a bunch of my other games and have a hard weekend ahead but from there my commitments should be less and this game will be one of the ones that remains. I will try to post this weekend if I can, otherwise I should be back around on Monday.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Glad that you are going to try and stick with us Amir! I hope it work out, but real life happens.

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