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Okay, I'm a bit confused, am I the green/red K or the green/red L?

"Why do the tall folk always want to rush into something?"

Whispering the words to a spell, Kara gracefully goes through the movements needed as well.
"Kita mur-nah shetel!"

Mirror Image:1d4 + 2 ⇒ (4) + 2 = 6
8 minute duration = 48 rounds


Finrod Moruin wrote:

OOC

Did we ever choose a Team Leader? If so time to call a play!
Also, is the roof flat or peaked?

The roof of the cottage is peaked.


Kara of the Silver Hair wrote:

Okay, I'm a bit confused, am I the green/red K or the green/red L?

"Why do the tall folk always want to rush into something?"

Whispering the words to a spell, Kara gracefully goes through the movements needed as well.
"Kita mur-nah shetel!"

Mirror Image:1d4+2
8 minute duration = 48 rounds

You are the Green and Red L

(Male Elf Ranger Level 1)

Round 1

Finrod shouts a warning; "Drow! Incoming! And undead Ogre things!"
He takes Deadly Aim and point blank shot at Drow 4
One shot:
1d20 + 18 - 3 ⇒ (6) + 18 - 3 = 21
Damage:
1d8 + 5 + 6 + 1d6 ⇒ (3) + 5 + 6 + (4) = 18

He then moves to X11,Y11, up the wall to the roof (slippers), then to X10,Y11. Turn and look for targets.


On his turn, Sunaj will hurl an empowered fireball set to engulf the big 1 to 4 on the lower right portion of the map.


After hurling the fireball, Sunaj then moves cover to allow the melee types to get in there.

Andoran (M Dwarf Ftr8/Rog1)

I assume that we all had time to put on armor if we weren't wearing it already. If not, Huergar uses round 1 to begin putting on his armor.

Huergar runs toward the undead ogre marked "1". (He does not consider the cottage a defensible location and decides it is a liability rather than a tactical advantage. He is hoping to take advantage of his AC bonus against giants (AC 24+4=28). Once the ogres are defeated, he plans to climb the ridge and take out the humanoid marked "L", whom he perceives to be the leader.) He times his movement so he will not be caught in Sunaj's fireball.

He takes a double move (40') in round 1 to come at ogre 1 from the left and avoid the fireball. In round 2 he uses a full attack action:

1d20+17=24 (dmg 1d10+9=13) 1d20+12=25 (dmg 1d10+9=19)

EDIT: I'm assuming some movement from ogre 1 toward Huergar. Best case, I'm hoping to catch it as it exits the flames. If the first attack hits and there is another ogre within range, Huergar uses cleave 1d20+17=18 (dmg 1d10+9=17) giving himself a -2 AC penalty.

(Male Tiefling Rogue 4/Paladin 5)

Round 1: Rather than trying to hide, Greene makes a double move to 17, 17 to assist Huergar with the big shambling "1," drawing his weapons along the way.

When round 2 begins, Greene will move into flank with Huergar and attack Big White 1 with his holy rapier.

Acrobatics 20 and 20 to avoid attacks of opportunity from the two closest big guys

1d20+13=18 to attack, 20 with flanking; if it hits, 7 + 7 holy + 4 sneak attack

(Male Human Paladin 1 (Warrior of the Shining Light))

I didnt think we had taken armour off yet.If he has then Huergar will take 4 minutes to don his and will have to have help or can only don it hastily(core book p151)

Basil will move to the gate in the fence and stand ready to face the main assault of the enemy

can we have a full initiative list please


Init 1d20 ⇒ 12

(Male Tiefling Rogue 4/Paladin 5)

Sir Basil de Fermer wrote:


can we have a full initiative list please

I thought we were doing group initiative?


Davin rushes out the door to square 17,7 and cast Searing Light at Ogre 3.

To hit:
1d20 + 8 ⇒ (17) + 8 = 25

Dmg
6d6 ⇒ (5, 1, 4, 3, 6, 2) = 21

I'm ok with group initiative, though it may be confusing regarding whose actions come first. If we stay with group initiative, then actions should come in the order they are posted to simplify. IMHO

(Male Human Paladin 1 (Warrior of the Shining Light))

yes but the group initiative is still modified by your personal initiative modifier(ie I go on initiative 19)...and we need to know how we fit in with the opposition...otherwise we are going to get horribly confused.

(Male Tiefling Rogue 4/Paladin 5)

Sir Basil de Fermer wrote:
yes but the group initiative is still modified by your personal initiative modifier(ie I go on initiative 19)...and we need to know how we fit in with the opposition...otherwise we are going to get horribly confused.

Maybe I'm confusing group initiative with fluid initiative, then. I assumed the group has one initiative and the enemy has another(which only the DM knows anyway). From there it would simply be a matter of people acting in the order they post, with the DM posting the enemy's actions each round. If that isn't how group initiative works, I should probably roll initiative since I haven't done that yet.


Sunaj Fellhand wrote:

"Stand back until I unleash the magic!"

Init 1d20+6=18

"Fireball online!"

Roll Damage Please, I'd be able to Adjucate from there. (I wouldn't ask, but they all failed their saves.)

Also, everyone is fully equipped and ready for combat. The only thing that you may not have on is your backpacks, but that's easy enough on the way out :)

Onyx:

Spoiler:
Locate creature would work for you if Onyx had seen the creature once before.
PFRPG.pdf wrote:
To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Double checking the way that share spells (via familiar), even that wouldn't allow you to cast the locate creature. You may pick a new action.


Sunaj Fellhand wrote:
On his turn, Sunaj will hurl an empowered fireball set to engulf the big 1 to 4 on the lower right portion of the map.

Rolled Damage 9d6+4=43

43 multiply by 1.5 = 64, rounded down


Oops, thanks for catching that, DM. I'll pass this round. Later I'll come out, but I don't think I'll do very well on the front line.


Kara begins to sing a song about a girl who fought against her families wishes and ran away so she could live out her life happy.

Inspire Competence+2 to attack and damage rolls.

Keeping her song going she pulls out her shortbow, nocks an arrow, and launches it at one of the ondead ogres

Attack:1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Damage:1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6

From where I am I beleive I can see ogre #3, so I'll shoot at that one.


Round one:
Kane moves just outside the door, and hiding beside the fence. Finrod fires his bow at Drow 4, Greene moves, in anticipation of the large creatures attacking, as well as Huergar doing the same. Kara casts mirror image[i] and moving towards the door. Davin moves to the door, and casts [i]searing light on Ogre 3. Basil moves to just past the main exit of the gate. Sunaj's fireball hits the ogres (and if truth be told, the only one who would have made his save was the one that Davin hit), destroying them all. Corvax and Onyx begin plotting their next moves.
At this point, you begin hearing chanting from the ridge to the south.
The remaining large creature moves near the fence, and drops a sickening cloud of light in the area. (Basil, Davin, Huergar, Greene, and Kane will need to make Will saves).
Drow 4 and 2 charge Huergar, with only drow 4 doing 8 damage to him. He sees that they are literally foaming at the mouth with rage.
Drow 5 does the same thing to Greene, attacking him for 9 damage.
Drow 1 and 3 are not in sight of any of the characters.
New map has been uploaded here.

Kara:

Spoiler:
You stated no movement, you are still in the chair from last round. You can move towards the door, or even double move to be outside. You could also share the window that Sunaj is using to fire your bow. You are welcome to start your bardic music, in any case. Also: Ogre three is now dead... again.

Ready for round 2!


DM:
]In that case, I have Kara move next to Sunaj, start singing, and shoot at Drow 4.

(Male Tiefling Rogue 4/Paladin 5)

Greene resists the evil with a Will Save of 26.

Round 2: Surrounded by Drow, the tiefling paladin abandons his plan to flank the ogre, who are now little more than smoking bones, and turns his attention to the Drow who attacked him. Seeing little cause for mercy or kindness, he attacks Drow 5 and lets his holy weapons slash and pierce the enemy's flesh.

First attacks hit AC 31(threatening a critical) for 6 damage and AC 13 for 11 damage. Critical hit possibly confirms if AC 30 hits and does an additional 7 damage. Secondary attacks hit AC 19 for 7 damage and AC 25(threatening another critical) for 11 damage. If AC 14 confirms, 2 additional damage from the second crit.

(Male Elf Ranger Level 1)

Round 2

At the sound of chanting to the south, Finrod will snap his aim around to the figure on the ridge he saw earlier (L).

Full round attacks (no point blank) + Bardsong - Rapidshot (70ft, no range penalty):

Rapid shot #1: (1d20+17=30)
Damage #1 if hit: (1d8+5+1d6=13)

Rapid Shot #2: (1d20+17=23)
Damage #2 if hit: (1d8+5+1d6=11)

Rapid Shot #3: (1d20+12=25)
Damage #3 if hit: (1d8+5+1d6=12)

If a spot check is needed to target the guy on the ridge (L):
Perception: (1d20+16=30)

If I cannot target the guy on the ridge (L), I will target the large four armed Drow (D).


Sunaj's darkvision pierces through the darkness, right?

Andoran (M Dwarf Ftr8/Rog1)

Will save 1d20+7=26

Huergar grins. "Well, singe my beard!"

Full attack against drow 4: 1d20+17=30 (dmg 1d10+9=19) 1d20+12=25 (dmg 1d10+9=12)


Sunaj Fellhand wrote:
Sunaj's darkvision pierces through the darkness, right?

Actually, it's just dark enough the drow don't suffer from the daylight, you are able to see just fine (and can switch to darkvision if you please).


Moved house a few days ago, so no internet. Back now though.

Round 2

Corvax moves over to the doorway behind Davin and casts insect plague along the ridge where L stands with L as the centre and the wasps stretching for 30ft along the ridge and 10 ft deep.


I pass this round again.


Sunaj passes the time taking cover and observing the drow, noting their colors and other insignia. "Conserve your spells, drow are very resistant to magic. Hit them with spells only if absolutely necessary."

Sunaj waits for any leader types to appear, now that he has revealed his magic.

Casting Invisibility

(Male Human Paladin 1 (Warrior of the Shining Light))

will save 1d20 + 12 ⇒ (16) + 12 = 28

BAsil forges a path towards the large creature invoking his Celestial bonded weapon to make it a +2 holy weapon.

He slashes at the beast using the power of Tyr to smite it1d20 + 20 ⇒ (16) + 20 = 36doing1d10 + 17 ⇒ (6) + 17 = 23damage(+ an extra 9 if it is an evil outsider)


Sir Basil de Fermer wrote:

will save 1d20+12

BAsil forges a path towards the large creature invoking his Celestial bonded weapon to make it a +2 holy weapon.

He slashes at the beast using the power of Tyr to smite it1d20+20;doing1d10+17damage(+ an extra 9 if it is an evil outsider)

Basil

Spoiler:
I'm just confirming here, you will take two attacks of opportunity to get within striking distance of the large creature. I want to make sure prior to adjucating the round. Just spoiler a yes or your new actions.


Will Save = 1d20 + 16 ⇒ (20) + 16 = 36

Davin casts Summon Monster III and summons 1d3 ⇒ 1 celestial wolves centered on square 12,14. (Next to the bid D)


Perception 1d20+9=26

Sunaj turns his powers of observation to the South.

(Male Human Paladin 1 (Warrior of the Shining Light))

DM

Spoiler:
thats right..at AC30 I'm happy to risk the AoO's...and i forgot to add 2d6 holy damage if its evil so heres those 2d6 ⇒ (2, 3) = 5


Kane steps aside to the front of Davan, firing his crossbow into the large creature while Finrod begins his volley on the Drow on the ridge. His first arrow flies straight up, and (given that perception check) he realizes that there is a wall of wind preventing his arrows from reaching her. He immediately fires into the large, four-armed drow creature with his remaining two shots.
Corvax, being ever so tactical, opens a plague of wasps onto the drow on the ridge, and hears a female scream as the insects bite and sting her. Kara, paying close attention, but not wanting to wade directly into the battle, adeptly shoots her crossbow at one of the drow, making room for an opening for Huergar to attack, which lands a solid pair of blows onto the Drow.
The large, four-armed drow creature drops a solid wall of darkness, blocking lines of sight, as well as making it very difficult to hit your opponents (this doesn't affect the current round, I already did all the miss chances).
Basil, possessed of the light, steps through the darkness, and avoids attacks from both Drow 4, and the large creature, swings with all of his might, and believes he has caused the fell beast to fall!
Sunaj makes a gesture and becomes invisible, while Onyx appears to be observing for the right opportunity.
The drow on the ridge, gesturing toward finrod completes her summoning, and a large wolf stands next to Finrod, taking the higher ground. She then drops yet another one of the sickening clouds on the party in the same area as the magical darkness. (Kane, Basil, Huergar, Greene, Davan all need to make Will saves again). The wolf bites at Finrod, and takes him down with a trip attack (as part of the bite). Finrod now sits prone next to the wolf.
The drow in the darkness with Greene, Basil, and Huergar all lash out, but only Huergar is struck with a solid blow. These Drow don't have good luck with the miss chance..

Damage from the "burst" last round (Davan, Basil, Huergar, Greene):

Spoiler:
Basil, Huergar, and Greene each take 7 points of damage, and you are all able to resist the sickening effect, while Davan merely takes three points of damage.[spoiler]

Damage:
Finrod took 18 points of damage from the wolf, Huergar took 10 points of damage from the drow who struck him.

Davan
[spoiler]Make a perception check in a spoiler, if you succeed, you will certainly know that the large creature is, in fact, down, and you may alter the end destination of the summoning spell due to this. The Drow on the ridge made the necessary concentration check that went well beyond the maximum damage of the wasps, making her summon still work, so yes, she can concentrate very well... at least this round.

Ready for the next round! Here is the current tactical map!

Anyone still using the Paizo dice roller needs to be using invisible castle. Thank you!


Onyx songs a dwarven war song, his baritone voice filling the cabin and beyond.

I use my Inspire Courage bard ability (+1 against charm and fear, +1 attack and damage) for everyone in the party.


Sunaj moves to coordinate 22, 7, to the South.

He takes care not to bring attention to his presence.

IC on the fritz; home-rolling Stealth 1d20+11=27


Sunaj Fellhand wrote:

Sunaj moves to coordinate 22, 7, to the South.

He takes care not to bring attention to his presence.

IC on the fritz; home-rolling Stealth 1d20+11=27

The closest I came on a double move (out the door to the northeast of you) was 18n, 11e. You're welcome to climb out the window if you so choose, and that would get you to 20n, 7e if you choose.


18n, 11e would be fine. Climbing out the window simply cramps Sunaj's style.


Ending her song, Kara hops out the window and quickly looks around.[i]I typed the wrong kind of song anyway, should have been Inspire Courage.

Acrobatics:38 Perception:24

[i]Spotting the wolf, Kara nocks another arrow and fires..

Attack:29 Damage:6

(Male Elf Ranger Level 1)

Round 3

As a Move action Finrod stands from Prone-
Move Action: Acrobatic Stand from Prone- (1d20+12=24)

Draws his shortsword as his standard action

And shifts to fighting defensively, making his AC26.

Andoran (M Dwarf Ftr8/Rog1)

Last will save I forgot Huergar's +2 dwarven bonus against poison, spells, and spell-like abilities

Will save 1d20+7+2=28

Huergar uses full attack against Drow 4:

1d20+17=36 (dmg 1d10+9=14), 1d20+12=22 (dmg 1d10+9=10)

Roll to confirm critical on first attack:

1d20+17=35 (dmg 2d10+18=30)

Spoiler:
Huergar's darkvision allows him to see in both dim light and darkness without penalty. The Improved Critical feat and the keen weapon descriptor make his threat range 18-20 (the dwarven waraxe is already x3 damage on a critical). That's 44 damage total with the first attack.

"Die already!"

(Male Human Paladin 1 (Warrior of the Shining Light))

Will Save 1d20 + 12 ⇒ (1) + 12 = 13

Basil coughs and sputters as the air around him begins to turn foul..he moves as best as he is able towards the edge of the darkness his blade shines ilike a beacon in the gloom a rallying point for his comrades


Note: Greene did hit both times with his swords last round, I want to note that prior to posting the round's results. I'll wait for Greene until morning, which will allow me to feel a little better and get the map properly ready. (I had a tooth pulled a couple days ago).


Sunaj moves as fast as he can to the rear of the caster on the ridge.

Double move, a position behind L would be very nice.


Kane, vomiting all the way, makes a bee line for the ridge, trying to get out of sight of the caster on the ridge. Finrod, standing up from prone, gets ravaged by the wolf yet again (16 damage), but is able to maintain his footing. Greene swings at the Drow next to him, his blades not finding a mark. Corvax stands in the doorway, waiting for a better time to attack. Kara, seeking a better shot at the wolf, hops out the window and fires at the wolf, hitting its left shouler. Huergar, nearly insane with his anger at the drow not falling, strikes the drow with two crushing blows, dropping it to the ground, not breathing. Basil, struck sickened by the spell, moves to the edge of the darkness, trying to rally his comrades while Sunaj begins to close on the spellcaster on the ridge. Onyx begins his song, fortifying all of his allies with courage and combat prowess. The caster on the ridge spies Basil, ill at the edge of the darkness, and casts a spell at him Will save please, while the wolf attacks Finrod yet again, but isn't able to trip him this time {14 damage this attack, total of 30 for the round). The remaining drow have mixed results with their attacks, with Drow 2 missing Huergar, but drow 5 striking Finrod with a stunningly good blow (15 damage).
Damage Results:
Failed Saves (Kane, Basil)

Spoiler:
Both of you take 20 points of damage, and are both sickened for 3 rounds.

Successful Saves (Huergar, Davin, Greene)

Spoiler:
Greene and Huergar take 10 points of damage each, and wave off the sickening effect, while Davan's save allows him to take merely 5 points of damage.

Side Notes
Huergar:

Spoiler:
Notes: Remember keen doesn't stack with Improved Critical. Quoting I'd Critical: "This effect doesn’t stack with any other effect that
expands the threat range of a weapon."

Here is the latest battle map. and Sunaj, I have noted your actions for the next round.

(Male Elf Ranger Level 1)

Round 4

Holy crap! I'm getting torn to pieces!

Finrod drops the shortsword with a curse[Free action]

Use one action die to boost AC to 28

Acrobatic (to avoid attacks of Opportunity) half move to (X10,Y13)
Acrobatics: (1d20+12=30)

Target Large Wolf
Point blank shot-Defensive-Deadly Aim
Bow shot: (1d20+18-3-4=15)
Arrow damage: (1d8+5+6+1d6=19)

Andoran (M Dwarf Ftr8/Rog1)

"I've got some for you too."

Full attack against Drow 2:
1d20+18=30 (dmg 1d10+10=18), 1d20+13=17 (dmg 1d10+10=17)
(does not include any ally buff spell which may or may not apply to Huergar)

DM:
DM_Darkmeer wrote:
Notes: Remember keen doesn't stack with Improved Critical. Quoting I'd Critical: "This effect doesn’t stack with any other effect that expands the threat range of a weapon."

Sorry, I didn't notice that. I'll fix Huergar's critical range. Since keen is useless to me, could I trade it for ghost touch, which costs the same (+1 enhancement)? I wouldn't have taken keen had I noticed the non-stacking bit. Fortunately, the last critical was still good, since I rolled a 19 :)

Ironwood Company:
Huergar has lost a little over half his HP, 29 damage out of 57 total.


Fellow teammates may I suggest that you pull away and hold the line at the house, I can't unleash the magic if you guys are in the blast area.


Huergar wrote:

"I've got some for you too."

Full attack against Drow 2:
1d20+18=30 (dmg 1d10+10=18), 1d20+13=17 (dmg 1d10+10=17)
(does not include any ally buff spell which may or may not apply to Huergar)

** spoiler omitted **

Huergar:

Spoiler:
Yes, you may replace Keen with Ghost Touch.

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