The Jade Regent (Inactive)

Game Master Vuvu

Jade Regent Combat Map

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Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Ah, no problem then.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Wake me up when it's over. ="(

Or someone get me back on my feet!


Unnamed

oh stop pouting mr one shotting everything in sight! A little taste of your own medicine

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Aye, I was expecting my luck to run out soon, though I was expecting a string of misses rather than getting 1-shotted myself. XD


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

I was going to suggest that if this skeleton is just guarding the chest, he is unlikely to finish us off as we retreat given that he will have just driven us off, but if it is actually smart enough to step out of a flank so maybe that's a really bad assumption.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Or I could loot the chest while you all distract him, and then somehow get out.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Well we would come back, once we have a plan. No way is Darinius going to retreat without eventually returning to destroy whoever made him do it.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Thrib can nail it with a few cure spells might be the best option. Touch attack doing 1d8+1 damage. At the same time the rest could nail it with clubs. And I can find a club (stick) my size somewhere.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

We are missing the vast majority of our damage

We should retreat and come back with holy water and blunt arrows and more channels. I think that retreating from a monster which is obviously the guardian of something should be a way more viable option than even your usual retreat.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

I have an alternate idea. But it hinges on Thribden's spells.

If Thribden memorises 2 castings of hide from undead, we can make 2 of the party invisible to the skeleton. That would be Darinius and me. He won't see or hear us, and has no saving throw.

If the skeleton is programmed to just sit on the chest immobile until he detects someone, Darinius and I should be able to get into position and coup de grace the skeleton.

Since I have the highest damage modifier in the party, I will ask that I borrow Darinius' spear. It's odd, but Smite Evil will allow me to bypass his DR and do full piercing damage against a skeleton. With a x3 modifier for coup de grace. So with a smiting, 2-handed coup de grace, I will do 3d8+15, and Darinius beside me will add another 2d6+2 with a club. That's 35 damage on average before combat even starts.

IF it survives that, the job of the rest of the party will be to stay alive and stand between the skeleton and Thribden whilst she channels the skeleton into dust. She can stabilise us afterwards using rebuke death.

In fact, using this strategy, all we'd really need to get if we went back to Sandpoint is a scythe for me. I'd like to see that thing try to survive 8d4+20 damage from a smiting coup de grace. As it is though, I think we can pull it off with what we have and a rest to replenish Thribden's spells and channels.

Thoughts?

hide from undead wrote:
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

It depends on whether the skeleton is actually "nonintelligent" either way, it would have to make two saves to avoid one of you getting an attack in.

I have a fairly good AC as well and 11 HP. I can fight defensively with a properly sized club. Won't do much damage, but would keep you guys going a little longer.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

My point was that if he's unintelligent, being a skeleton, he doesn't get a saving throw. =)


Unnamed

Ex you can act as you are now awake. Of course moving will provoke...


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

He did move out of flank, so that might indicate intelligence then again if he did move I am unsure how he attacked.


Unnamed

Attack then 5 ft step


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

Ex moving shouldn't provoke. Darinius dragged him away.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]
Thribden Malkut Diniya wrote:
Ex moving shouldn't provoke. Darinius dragged him away.

That was the impression I got. I'm nowhere near him on the map. Also, if Thribden is out of channels, I say we withdraw for now, rest up and return to bust up this skeleton.

Darinius, since I can use your spear and still smash through his DR, could I borrow it for this fight?


Unnamed

Ah I did not see the disregard the attack post

I will take his last attacks at narissth then assume you all get out


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

That might be a matter to discuss in game when we actually regroup.


Unnamed

Yes please take the ic

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

For what its worth, I just noticed something. Smite evil and challenge work differently in terms of when they end. Smite evil lasts till the target is dead or I rest to refresh spells and abilities. Challenge only lasts till the target is dead or falls unconscious. Meaning I still have my smite on, whilst his challenge is over.

That said, I'm at 2 hp and our healer is tapped out, so we're still withdrawing. XD


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3
Shiori Kaijitsu wrote:
He did move out of flank, so that might indicate intelligence then again if he did move I am unsure how he attacked.

There is no way he is mindless if he can step out of a flank. Hopefully someone can make the knowledge religion check to let our characters know that. We can ask in Sandpoint about things which can help us beat skeletons.

We'll talk about the spear. It is probbaly a perfect time for Exiel to drop some backstory. :)


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3
Exiel wrote:

Darinius, the correct words for 'awakened dragon spear' should be "醒龙矛" (xing long mao), which due to how grammar in the Chinese language works, could also be translated as "dragon-waking spear"). I'm thinking of playing on this subtlety to tie in the fact that Darinius is a little late in developing his draconic spell-casting powers, that the spear is an item that awakens the dragon blood in Darinius to help him develop his powers as a Dragon Disciple, and itself grows in power as Darinius' power awakens.

Your thoughts?

I purposely used the most obscure characters I could find to name the spear. 窹 is supposed to be a variant of 悟 which I learned as both to realize and to awaken in a metaphoric sense rather than a literal one. I had never seen 戭 before but according to my dictionary it means spear.

Also I thought 矛 was only a spear that you throw and a meele spear is usually 枪.

That is exactly what I was going for from Darinius' end. I not necessarily going to explicitly say that the spear is literally responsible for waking up his powers but it could be heavily implied.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Both 矛 and 枪 work either way, though 枪 also means 'gun'. Anyway, we can take it that 醒龙枪 (xing long qiang) is the name that Exiel knew it by, which adds a layer of ambiguity about whether or not this is the spear that Exiel had previously encountered, or a near-identical spear. =)


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

I didn't realize that that was the qiang for gun as well. I bet that it is because guns were originally "fire lances" which is a pretty cool bit of etymology.

I had to pick really obscure characters for the name so that Darinius would not have been able to find them in his Tian-Common dictionary and would still be completely in the dark. Except he knows it has "dragon" in the name, which is why he took it in the first place.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I would expound upon this discussing and the nuances of these different characters, except that would require me to learn a new language and study its etymology, something I don't really have right now.

It is fun to hear the conversation though. I love making character's names using foreign languages, usually german, italian, french, latin or spanish, and then manipulating them to have something that sounds good. I didn't do it here, but have with probably a dozen characters.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Ok guys, what I'm trying to achieve here is buying as much time as I can for Thribden to get channels in, and for Narissth to realise his arrows aren't working. But if the skeleton ends its turn prone, it would probably be a good time to surround it and smash it. It will have a -4 to its AC and we can get into position such that it is flanked by most if not all of us. If it tries to stand up, we all get AoOs, which we should try to use to trip it again.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Is it prone right now? I am having a hard time keeping track of this last combat round.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Technically, I do not think that you can use a trip on the AoO caused by standing up. The AoO goes off before the action triggering it. Since the NPC is already prone, you cannot trip it again.

On the other hand, one could ready an action to trip the enemy as soon as it stands up, but this of course will then draw an AoO from the now standing NPC.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

No, you damage it with the AoO and then trip it again on your turn.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Hmmm...ah well, in that case, let's just pound on it. I'll keep using my normal attacks to try and trip it to limit how much damage it does.

Darinius, it started round 2 standing, but I should have successfully tripped it with my attack. So it's prone in round 2 for everyone else. Go get him, tiger dragon!


Unnamed

You can not trip w the AOO. It stood up on its turn ex tripped it w his action

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Yeah, I noticed that you added the damage instead. My mistake, sorry for causing confusion about that.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

LOOT DIVISIION TIME!

Everyone's favourite time, up there along with leveling up time (which is also happening)!

Here's what I propose we do:

1. I have updated the loot list.

2. After selling all the loot and collecting the bounty on the goblin ears, I estimate that we will each get around 1000gp.

3. If you want something on that list, put your name under the 'held by' column for that item.

4. When you're ready make a post here.

5. Once everyone is ready, I will work out how much each of us is getting (leaving some in the group fund). I will offset the selling price of the items that you keep against your share of the loot (so essentially, the item is 'sold' to you instead of to the shops/traders/merchants).

6. Before clearing the loot list, I will make a post about who received what items and money.

7. If the item you want costs more than the amount to be divided, I will mark it as a negative gp allocation. You can either set it off with gold from your character sheet, or have it deducted from your share the next time loot is divided.

Example:
Narissth: 525gp
Thribden: pearl of power (lvl 1), 25gp
Exiel: chain shirt +1, -25gp

8. Comments, quibbles and objections are welcome. If none, please indicate what items you want and post here when you are done.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

I don't think that we have to be so regimented about it, we just need to check every once in a while to make sure that everyone is near WBL. And in this particular campaign our personal items will probably help in that regard as we level up.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

We don't need to stick to it strictly, but I've found this to be an efficient system that does not require us to check relative wealth every now and then. At the very least it's a system to work with for now, and we can see how it works out over time.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Shiori will be taking the masterwork Dagger, additionally if the chain shirt is of no interest to anyone else she will take that as well (it's only 1 more ac for me and weighs 5 lbs more, I need to watch my encumbrance since I have 8 str.)

Additionally, what are our hitpoints for level 2?


Unnamed

half +1


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Have we returned back to Sandpoint? Just unsure whether we are all still in the cave, or what the plan is.


Unnamed

I dunno. No one has said. Up to you guys though. I will let you return to sandpoint at your leisure though I need to know the plan for the baby


1 person marked this as a favorite.
Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Kick the Baby


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Let's get back to Sandpoint and get this plot on the road!


Unnamed

That works I just need to know what is do e w the baby so I can continue


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Nice, I get a favorite for Kick the Baby, but not for modifying Rush's The Trees in another campaign. What is this game devolving to?


Unnamed

I didn't know the other song...kick the baby I knew


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Hmmm, ok, now we have a serious problem which requires some Rush education.

Here are links to a few Rush songs. Read the lyrics, few other groups can compare with one or two of their repertoire, let alone all that they have done.

Rush - The Trees - Lyrics
Rush - The Trees - Youtube

Rush - 2112 - Lyrics - yeh, it is long, I believe it was the entire side of the album (22 minutes), but the story is awesome

Rush - Limelight - Lyrics

Rush - 2112 & Limelight - Youtube - it is a long video with a huge intro, but both songs are great. If you do not know them you may have to follow the lyrics as Geddy Lee, the bassist/singer is hard to understand at first

These are just a few, a few other fun ones to read/look up are Freewill, Hemispheres, Cygnux X1, By-tor and the Snowdog, Spirit of the Radio, and Red Barchetta. And most others except Lakeside Park which is just lame. Here is a site, Azlyrics.com which seems to have many of their lyrics. Also, if you are into music, get the sheet music for some of these songs, as I recall it is nuts to read. I think one reason they were never popular in clubs and stuff is that the timing changes every other line making it impossible to dance to.

----
I cannot say that I am a music expert, but many rock critics consider Geddy Lee, the bassist, and Neil Peart, the drummer, to be the best, or close to the best, at their respective instruments to ever play in rock bands. Neil Peart is also the one who writes most, if not all, of the lyrics to the best of my knowledge.


I don't know how long I have. Problem with phone and Internet. Trying to fix it. Hopefully back soon.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

In light of the possibility of Thrib keeping the goblin, I took another rank in Linguistics, so I now know Goblin, and can insult the little thing in it's own language.


Unnamed

Well of thrib doesn't post by tonight she will be out and I guess the baby prob is solved


Unnamed

Oh thrib is jammin

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