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The Gauntlet (Inactive)

Game Master concerro


301 to 350 of 523 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Mlungisi wrote:

Should LE 2 be dead at -137? Standard average HP for the Le's is 115.

Boleridins turn?

LE 2 is not a standard LE. Actually neither one is. I figured using 2 boosted ones was nicer than using 4 standard ones(2 CR11's vs 4 CR 9's)


Boleridin Swaggle wrote:

Well, I can't come up with anything, so here goes nothing.

Boleridin whips out his rod of wonder, pointing it at LE 2, and speaks the command word.

Percentile for the rod: 1d100

Roll is "Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save)." XD

Second roll: 1d100

Okay, so Boleridin thinks the leukodaemon is surrounded by faerie fire, but he isn't. Nothing more to my turn.

On an aside, I probably should have made a better character for this. Oh well. :P

I am guessing you have the rod of wonder.

If you guys lose I will probably allow adjustments to your current characters.


Round 4:
Shakros: 20 is on deck

Huuurk: dead

Banshee: 20

Caarl: 20

Le: 19

Darrt: 18

Ml-shadow version 7

Boleridin: 6


Shakros, not ready to join the fray quite yet, simply casts fly this round. He uses another 3 points fro Improved spell recall, replacing the empty slot the fly was in with a Force Punch spell. 4/11 points remaining.


*Waiting to see if Darrt will stay incorporeal or change his last round action to only giving the Eidolon flight*


It's not incorporeal

Incorporeal Form (Sp) wrote:

Once per day, an eidolon can become incorporeal for 1 round per summoner level. While in this form, the eidolon gains the incorporeal subtype and incorporeal quality. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. The summoner must be at least 15th level before selecting this evolution.


Quote:
While in this form, the eidolon gains the incorporeal subtype and incorporeal quality.

Just like the incorporeal condition(there is not incorporeal quality) in the CRB this entry only list somethings incorporeal creatures get. The entire list is in the bestiary

CRB:
Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

bestiary:
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

What they have done is listed certain things as reminder like they did in the CRB. What they should have done is have the complete incorporeal entry in the CRB also, instead of having a long and short version.


But he's not in the form. He gets the option to take the form, 1/day for 13 rounds.


Shakros is correct here. My eidolon now has the ability to take on an incorporeal form for 13/day, but he has not yet used that ability and as such is still physical. I simply added the evolution now so that I don't have to waste a second turn casting when I could be doing something else.


ok. I thought he was incorporeal. Sorry about that. I read can become, as "is"

On with the game with the Banshee.


Banshee moves to M11 to visit Daart

Touch Attack: 1d20 + 26 ⇒ (3) + 26 = 29
Negative Energy Damage: 14d6 ⇒ (1, 5, 4, 4, 5, 3, 3, 3, 3, 4, 5, 1, 5, 4) = 50

Make a DC 23 will save.

edit:Caarl is up.


Will: 1d20 + 8 ⇒ (10) + 8 = 18


Darrt you are now cowering for 1d3 ⇒ 2 rounds and you take a -4 penalty against the Banshee's wail while cowering.

The shadow formerly known as Mlungisi attack Shakros

Touch Attack: 1d20 + 4 ⇒ (14) + 4 = 18

Str Damage: 1d4 ⇒ 4

Boleridin is up.


Charge the banshee

Attack: 1d20 + 21 ⇒ (2) + 21 = 23
Damage: 3d6 + 30 ⇒ (6, 4, 5) + 30 = 45


One rules question I have is concerning metamagic-ing a swift action spell. The CRB says that the time spent casting is increased when a spontaneous caster applies metamagics, and it gives rules for standard action or full-round action spells, but it doesn't state what type of action a swift action would become. That'd determine how many ectoplasmic cold ice strikes are going toward the banshee. I'll just roll one for now. It gets Reflex DC 25 to half damage.

Ectoplasmic cold ice strike: 13d6 ⇒ (1, 1, 4, 4, 4, 1, 4, 5, 3, 6, 1, 1, 1) = 36


So. Many. Ones. T_T


Yeah, but I'm not surprised. That's my luck with pretty much anything. I'm amazed I haven't quit dice altogether.


Male Human Oracle 15, HP 141, Init +1
Boleridin Swaggle wrote:

One rules question I have is concerning metamagic-ing a swift action spell. The CRB says that the time spent casting is increased when a spontaneous caster applies metamagics, and it gives rules for standard action or full-round action spells, but it doesn't state what type of action a swift action would become. That'd determine how many ectoplasmic cold ice strikes are going toward the banshee. I'll just roll one for now. It gets Reflex DC 25 to half damage.

That rules doesn't apply to quick spell metamagic. From the rules

"Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat."


Cold Ice Strike, however, is not a quickened spell. It already has a swift action cast time.


Male Human Oracle 15, HP 141, Init +1

Oh, didn't realize that. I would think it would change it to a move action to apply a metamagic, but yea, I'm not sure on that.


Caarl wrote:

Charge the banshee

[dice=Attack]1d20+21
[dice=Damage]3d6+30

The Banshee is still 10 feet up. Her altitude is noted in N12. I made sure to not mess it up this time. :)

Edit:I did not know you were enlarged. You missed her AC so my lapse in attention was spared by the dice gods.

Bolderidin: Good question. I never noticed that they called out standard action spells specifically before. I will open up a thread in the rules forum so that future guys might get an official answer, but for now I will say it increases to a move action.


Banshee Reflex save:1d20 + 19 ⇒ (1) + 19 = 20 A nat 1 :(

The Banshee appears to be very unhappy.


Round 5:
Shakros: 20 is on deck and being harassed by a shadow.

Banshee: 20

Caarl: 20

Le: 19

Darrt: 18

Ml-shadow version 7

Boleridin: 6


Before I take my turn, Watcher, could you roll for my images? I've got 6 images left, so it's a d7.


Okay, thanks for the ruling. If it becomes a move action, I could cast 2 Ectoplasmic cold ice strikes this round, as I didn't take any other action, so I'll do that.

Second cold ice strike: 13d6 ⇒ (2, 3, 6, 6, 2, 5, 5, 4, 4, 6, 2, 4, 4) = 53

As with the other, DC 25 Reflex for half.


Shakros wrote:

Before I take my turn, Watcher, could you roll for my images? I've got 6 images left, so it's a d7.

I knew I forgot something.

mirror image:1d7 ⇒ 6

5 images.


reflex save for Banshee:1d20 + 19 ⇒ (2) + 19 = 21

A 1 followed by a 2, really? argh


Shakros attacks the shadow in front of him, until it is no more. He then Force hook charges the Banshee, ready to tear it a new one in the next round.

Haste Attack: 1d20 + 19 ⇒ (2) + 19 = 21

1d6 + 12 + 1d6 + 1d6 ⇒ (5) + 12 + (5) + (4) = 26

1st iterative: 1d20 + 19 ⇒ (18) + 19 = 37

1d6 + 12 + 1d6 + 1d6 ⇒ (2) + 12 + (4) + (3) = 21

That should be enough to destroy it, I think

Force Hook Charge: 1d20 + 18 ⇒ (19) + 18 = 37

13 damage on the FHC


The shadow returns to solid form(Mlungisi).

The Banshee is struck by Shakros.
-------------------------------------------------------

The banshee takes a 5 ft step up.

It then begins to wail

Everyone make a DC 23 fort save

Darrt you have a -4 penalty to this save.

If you fail you take 140 points of damage. DR does not apply.

If you make the save you are sickened for 1d6 ⇒ 1 rounds.

Quote:
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Darrt: 1d20 + 2 ⇒ (7) + 2 = 9

Eidolon: 1d20 + 15 ⇒ (6) + 15 = 21

The drow drops to the ground, his eidolon looks at his body for a brief second before vanishing back to its home plane.

Good luck to those remaining.


fort: 1d20 + 22 ⇒ (3) + 22 = 25

Does Wailing provoke? she is still within my reach.


No it doesn't. SU's don't provoke unless specifically stated, or unless it involves another provoking action such as a ranged attack.


If Boleridin goes down the fight is pretty much over since the archers will just attack from safety for the rest of the fight.


We still have Shakros too. Did anyone have a flying item I can borrow?


Caarl wrote:
We still have Shakros too. Did anyone have a flying item I can borrow?

I meant to type Shakros. For some reason I mentally counted Darrt's roll as Boleridin's also.


Fort save DC 23: 1d20 + 8 ⇒ (15) + 8 = 23

I knew Great Fortitude was not a wasted feat!


Male Human Oracle 15, HP 141, Init +1
Caarl wrote:
We still have Shakros too. Did anyone have a flying item I can borrow?

My corpse is wearing boots of levitation. Not ideal, and not sure how long it would take you to switch boots. That banshee has got to be on the verge of death though.


The dice gods have shown you favor. :)


inb4 Dice God Favor:

1d20 + 15 ⇒ (3) + 15 = 18

Nailed it. -6hp.


Caarl you are up. Roll low Caarl so the Banshee can live. :)


Attack: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 3d6 + 30 ⇒ (4, 4, 6) + 30 = 44
Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 3d6 + 30 ⇒ (5, 1, 4) + 30 = 40
Attack: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 3d6 + 30 ⇒ (2, 5, 4) + 30 = 41
Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 3d6 + 30 ⇒ (1, 6, 6) + 30 = 43

ok i rolled low, what do you have to hit to die shakros?


The Banshee is dead. It only had 3 hp left.

-------------------------------------------
LE 1 attack BOLERIDIN (AC 19)

Attack: 1d20 + 21 ⇒ (14) + 21 = 35

Damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19

Attack: 1d20 + 21 ⇒ (9) + 21 = 30

Damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21

Attack: 1d20 + 16 ⇒ (20) + 16 = 36

Damage: 2d6 + 13 ⇒ (5, 5) + 13 = 23

Possible Crit 1d20 + 16 ⇒ (9) + 16 = 25

Damage: 4d6 + 26 ⇒ (6, 5, 3, 2) + 26 = 42

Attack: 1d20 + 11 ⇒ (11) + 11 = 22

Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21

total damage=126

If you are still alive then make 4 fort saves vs DC 17

If you fail any of the first two:
Bubonic Plague-->1d4 ⇒ 2 con damage and 1 Cha damage and target is fatigued

If you fail any of the 2nd two:
Slimy Doom-->1d4 ⇒ 1 con damage and target must make a second Fort save or 1 point of the damage is drain instead;

The save is made with a -4 penalty.

---------------------------------
LE 2 vs Caarl

Attack: 1d20 + 21 ⇒ (7) + 21 = 28

Damage: 2d6 + 13 ⇒ (6, 1) + 13 = 20

Attack: 1d20 + 21 ⇒ (8) + 21 = 29

Damage: 2d6 + 13 ⇒ (5, 1) + 13 = 19

Attack: 1d20 + 16 ⇒ (15) + 16 = 31

Damage: 2d6 + 13 ⇒ (3, 2) + 13 = 18

Attack: 1d20 + 11 ⇒ (1) + 11 = 12

Damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19

I think you took 1 point of damage

If you did then you get to make 1 fort save vs DC 17

con damage is 1d4 ⇒ 2

The save is made with a -4 penalty.
--------------------------------------------
Shakros is alive until he hits negative 18.

Bolerodin is up if he is still alive.


I did
fort: 1d20 + 22 ⇒ (4) + 22 = 26
Grab shakros and deposit in safe house


Nope. that kills me.


It's gonna be just you and me, Caarl.

Since my last prepared 3rd level spell was fly, instead of the FHC that was there before, which do you want to be in the spell slot?


Male Human Oracle 15, HP 141, Init +1

Getting tossed in the safe house should reset all your spells right? Just need to get Caarl and you both airborne before you die from multiple arrow wounds.


Aye. That be the plan.


yup, if we can get airborn we can win, otherwise I'll just have to throw corpses at them.


Likely not going to work though. Fly has a save. :/


Male Human Oracle 15, HP 141, Init +1

Have Caarl drop rage and also use the safe house to clear fatigue? Or just take the fatigue penalty? though that will give him quite a few penalties.

Or start dropping more bodies in the safe house if we are allowed to be brought back from actual death mid fight?

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