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So the mist isn't actually doing anything, like melting people's faces? Just being eerie? And I posted a detect magic roll for Sharadon a few posts up. Tudan ponders Elyin's words. "Okay. First, we should check out Tenzekil's house -- is it a house? I've learned not to make assumptions where gnomes are concerned... Anyway, I can try to find where he's gone. Hopefully he's still been coming back to his old place now and then; otherwise, the traces will be scarce by now."
Tudan claps Elyin on the shoulder. "We've traveled many miles before, to help complete strangers. How could we not help our own friend, who is right here? We will do all that we can." Sharadon is too distracted to respond right away, as the enigmatic wizard concentrates on trying to discern what kind of magic might be responsible for the fog. It takes three rounds of detect magic to determine the school of magic of an aura. Knowledge (arcana): 1d20 + 13 ⇒ (8) + 13 = 21
"What spell could create so much fog? And didn't the crazy beekeeper say something about how 'all will perish, choking on mist, pierced by thorns'? We need to do something about this." Tudan uses a simple cantrip to detect magic, in the hope of figuring out what's going on. I just realized that Tudan should have Knowledge (arcana), but I'll have to make do. Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9 Never mind.
Tudan grimaces at Gideon's humor, the closest thing he can do to a grin in his current grim mood. "We should also gather everyone for healing and questioning. Who is Tenzekil, and what the @#$% was he talking about with that 'shunned my pallid condition and laughed at my losses' crap? We also need to find out if anyone knows anything about Queen Rhoswen or the Fellnight fey." The outdoorsy oracle immediately begins doing exactly that, bringing people together so that he can heal many at a time, casually quizzing them as he goes. Standing silently to the side, the albino wizard Sharadon maintains his ball of fire, directing it to float five yards up in front of him -- where he can keep an eye on it, and it can't hurt anyone on accident -- just in case. Tudan has four channels left, and is willing to use as many as it takes to heal everyone in the village.
Tudan raises his eyebrows in surprise as Gideon fumbles a strike that he's made dozens of times before -- and that's not counting practice. A fluke, no doubt; helping the Wanshou magus was still good odds. "Could happen to anybody. Don't worry, I've got your back!" The well-armed oracle once again prepares to use his cold iron longsword to bat away the bramble beast's defenses from Gideon's attack, while directing Pluck in Aquan to continue assisting Surveen. "Same thing again!" Pluck
Tudan
Tudan grins with fierce satisfaction as Surveen dramatically finishes off the bramble beast. Letting his anger subside, Tudan takes in the tactical situation. Immune to fatigue thanks to the Lame curse. Once again, Tudan is reminded of how much more effective his teammates are at hurting things by hitting them; he's no slouch, but it just isn't his forte. So, Tudan directs Pluck in Aquan, pointing first at the remaining enemy and then at the swift monk. "Go up to the last thorny creature and distract it from his attacks." Taking his own advice, Tudan positions himself to assist the precise magus by batting away any of the thorn monster's attempts at defending itself. Pluck
Tudan
Tudan: AC 21, CMD 18, hp 47/47
Sharadon's post here on the 29th was his most recent under any alias, and he hasn't replied to my PM from the 11th. I can't speak for him, but I can quote him (from the playtest discussion)... Sharadon Vos wrote: As for tactics, I'm simple. I float up above, and rain firey death below. Pretty simple stuff really. So, activating his boots of levitation and floating up 20' seems like something he would do -- especially after being tripped, and losing a round to crawling away and standing up. It's also something that wouldn't have expended any of his resources, for when he comes back (I'm an optimist).
Round 3, Init 13 Tudan extends his left arm to point just a few yards over, toward one side of the big bramble beast. "Pluck, over there. And hinder it." The nature-loving aasimar carefully shifts in the opposite direction, while nurturing his anger. Children and women stung. Innocents injured. All for pride. I will not have this! With a roar, the formerly-placid plane-touched oracle swings his anti-fey weapon in a deadly arc. NA: 5'-step up to close range.
Tudan: AC 19, CMD 16, hp 61/61, channel 4/5, energy body 6/6, rage 4/5, raging.
@ Sharadon: Since we're still getting used to our character's abilities, here's an idea, if you're interested. Idea:
Activating your boots would be a standard action (presumably a command word). Then it would be a move action to will yourself up 20 ft., at which point they'd have to be practically under you to reach you with their whips. (That's why Tudan asked you to wait for his spell before going anywhere -- it's touch range.) Then next round you could go up another 20 ft., be completely out of reach (except for ranged weapons), and still take a standard action.
Success/failure of the trip attempts? Previously... Tudan raises his eyebrows at the impressive reach of the bramble beasts' viny whips. "Sharadon, let me bless you before you go anywhere." Suggesting that if you're about to soar out of reach, then delay to right after him. Round 2?, Init 13? Tudan repeats the words and gestures of the spell that he just cast on Surveen, drawing another parchment from his spell component pouch and touching Sharadon this time. Shield of faith (+3 deflection bonus to AC and CMD) for six minutes. "Now if they'd rather stand back, then I'd rather they didn't." He adds in Aquan, "Pluck, come with me." The fierce oracle boldly marches forward and to one side, strapping on his well-crafted steel shield as he goes, until he is just a few yards away from the monster that Surveen hit. The little water elemental follows along slowly, clearly out of his element. Action assumes that their natural whips don't threaten. Intending to get close enough to 5' step into melee range next turn, without provoking any AoOs this turn or next. Tudan: AC 21, CMD 18, hp 47/47, channel 4/5, energy body 6/6, rage 5/5, no spell or status effects.
You're welcome! FWIW, events have been moving so quickly that Tudan hasn't readied his shield yet. No effect on the past; just worth noting. Also, is Pluck's Int 4 either smart or simple enough to interpret Tudan's command as basically an Aid Another action? Because with his penalties to attack and damage on dry land, he's otherwise just a roadblock. Which I should've known.
It's been awhile, so I hope that no one will mind if I run down everyone's pre-init prep. Not trying to GM, just trying to keep everything straight in my own head. It took some interpreting, so please correct me if I'm wrong.
There are also some effects in play. Again, I'm not entirely certain.
Then there are the resources expended, including both the fight against the bees and the prep for this one.
Okay. That should be everything up to (but not including) round 1. Round 1, Init 13 Tudan scowls as a thorn pings off of his mithral breastplate, leaving a green smear on its silvery perfection. Mindful of the likelihood of Surveen ending up face-to-face with the bramble beasts, Tudan calls upon the powers of life to protect the brave monk. Shield of faith (+3 deflection bonus to AC) for six minutes. Then, the well-prepared woodsman draws his cold iron longsword. Due to the slowness of PbP, I'm just going to assume for convenience that Gideon would share with us that they're fey. Not like it takes a genius. ;) Aquan:
"Pluck, defend the elf, but keep a couple yards out since their arms are so long." Meaning for him to leave a 5' space in-between him and Sharadon.
Hey, it isn't just you. I just now noticed that water elementals get -4 to attack and damage rolls on land. Since we made these characters from scratch, we're like first-level characters with seventh-level abilities: we don't really know what we're doing just yet.
Since we had 6-12 seconds, and Tudan started casting his spell almost right away, could he have finished casting his spell before we went into initiative? As the big and scary-looking humanoids step through the hedge, Tudan finishes summoning Pluck, placing the little water elemental next to Sharadon.
Although busy casting his spell, Tudan has enough attention to spare to consider what manner of creature these are. Knowledge (Nature): 1d20 + 5 ⇒ (3) + 5 = 8 Unfortunately, he has no idea. Never even heard of the like in a bard's tale.
Now that I'm home and have reviewed the rules... I'd rather not spend another standard action to complete my spell. So, I'll re-retcon. Alarmed, Tudan begins to run hand-in-hand with Surveen back toward their comrades -- only to find them all enclosed in the same high, thorny hedge. Gideon attacks the gloominess with dark humor, and Tudan can only agree. "Ditto. Back to back? And I'll bring in Pluck, so that he can fill the formation if Sharadon levitates." The experienced oracle begins summoning his brave water elemental friend.
Sharadon Vos wrote: Anyway, Tudan broke me down like a pro methinks. Thanks! I'm just your friendly neighborhood rules lawyer who likes to figure things out and answer questions. 8) Sharadon Vos wrote: But I did not know that you normally only pulled one trait from one type of background. I'll go about fixing that little issue-ma-bob. Meh, if the GM doesn't care, then don't worry about it. And I've never known a GM to be shy about saying when he wants something changed. ;)
Tudan grasps Surveen at the elbow with both hands, and hauls up the newly-hale man. "They say that the best revenge is to live well, but I'm not sure how much people will feel like celebrating after such a fright." He embraces the undine monk and pounds him on the back. "Well done by the way. Crazy, but effective." Tudan gently punches his bro on the shoulder and winks to show that he's teasing.
The two bonus dice come from his Spell Specialization feat. Magical Knack just keeps it from being lowered by his two non-wizard levels. Hopefully next time he will remember to use his rod. ;) Tudan splits his attention, attending to his stung and burned friend, while giving the disembodied voice half of his mind. The concerned oracle crouches over the charred undine, touching him with a mystical chant, burns and stings magically fading away under his ministrations. Cure serious wounds: 3d8 + 6 ⇒ (2, 4, 2) + 6 = 14 Muttering under his breath, Tudan commits the words to memory while preparing another casting. "Doomed village, Queen Rhoswen, mist and thorns, Fellnight fey, Tenzekil's revenge. Right." He touches the brave blue monk again, erasing his injuries and restoring him to health. Cure serious wounds: 3d8 + 6 ⇒ (5, 4, 8) + 6 = 23
Perhaps you missed this... ;) GM Will Cooper wrote: Surveen, you had enough warning to mostly evade Sharadon's flames, and will take at most half damage, with a Ref save to take no damage at all. ETA: Incidentally, I just noticed that Sharadon has a lesser metamagic selective rod listed in his gear. ETA x2: Oh, and the +2 comes from his being an admixturist. The evocation school's Intense Spells power is not replaced by that focused school.
Seeing Surveen in trouble, Tudan struggles against the tide of people flowing away from the gazebo, shouting a warning to his comrades as he goes. "The bees' behavior is unnatural! Something's making them swarm and attack!" Though he guesses that he's still too far away to help the brave monk, Tudan can see that he isn't making much headway, so he stops and releases a pulse of healing energy that ripples out through the wedding guests in a wave of gentle light and quiet chimes. Move 15'. Channel positive energy: 3d6 ⇒ (3, 5, 3) = 11
Suggestion: in my experience, PbP combat goes smoother if the GM rolls initiative for everyone. Otherwise, even if everyone posts every day (and remembers to roll), it can take an extra day just to figure out what order everyone is in.
No need to apologize. I just hope that you're doing well. :) After whatever Gideon does in the surprise round, and before Surveen's flurry of blows... Round 2, Initiative 20 First things first. Tudan takes a deep breath and shouts resonantly, to be heard over the buzzing and screaming. "Everyone please walk calmly south and across the stream! Be mindful of the young and old, and carry who you can! If you run, then you will kill people under your feet!" Diplomacy to get people out of the way: 1d20 + 13 ⇒ (1) + 13 = 14 Seriously? Knowledge (nature) to know more about those bees and their behavior: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative: 1d20 + 1 ⇒ (19) + 1 = 20 Mostly I need to know how far away Tudan is from Elyin And Kaileh. Also, it looks like it would take a move action to get out the vermin repellant, and a standard action to apply it? It doesn't matter now, but might as well confirm: how long does it take to don the swarmsuit? In Heart of the Jungle, any old character can cover all exposed skin against non-deadly insect swarms with a full-round action. To me, that seems like a fair amount of time to pull my swarmsuit off of where it's strapped to my handy haversack (since there wasn't room inside), and put it on. You know, for some day when I can actually anticipate a problem. ;) I just now noticed that "prepare to throw splash weapon" is a full-round action. Good to know.
To be honest, Tudan isn't paying the best attention... but it's hard not not to notice his big, blue friend stepping forward during a formal ceremony. A wedding, to be precise -- though every beginning is an ending to something else (and vice-versa), and so it could also be considered a funeral for Elyin's singleness.
The aasimar looks in the box and ooohs. Then he puts it away, bring his attention back to the present, and pays attention to the love song.
Tudan bows slightly, holding the box with both hands. "Thank you Mister Clansom. I will keep it very safe indeed." But of course, he can't resist looking inside on the way to the ceremony. If its total weight is less than four pounds, then he also puts it in his handy haversack.
Tudan gives a gracious bow to the assemblage of youth. "I spent a lot of time fishing to get that good. Practice yourselves, and bring home food to your families, and someday you might do the same." I think I'm obligated to give them some kind of positive lesson...
Cheapy wrote: Disagree all you want, but it clearly says "your normal limit of one spell per round." If that isn't the case, then that text means nothing, as there wouldn't be a limit to count against. It's yet another rule like sneak attack being Precision damage. It's only mentioned in the last place you'd expect to look, but it's still a rule. Almost all spells take at least a standard action. You have a normal limit of one standard action per round. Therefore, you have a normal limit of one spell per round. It seems clear to me that the first sentence in your quote isn't a rule; it's just stating the obvious. (And they probably should've left it out, since it resulted in this debate.)
I would say that Aid Another, Excellent Aid, and Inspiring Command (Teamwork) all stack, since that's two untyped and a competence bonus. However, when more than one thing replaces the Aid Another bonus, I would say that you have to pick one: Helpful, Aid Allies, or Improved Aid. ETA: I just had a brainstorm with Swift Aid. It replaces +2 with +1, but it's an "aid another" action, so Excellent Aid and Teamwork would both apply. You can only use Teamwork for skill checks and attack rolls, and you can only use Swift Aid for AC and attack rolls, so you could only use them together for attack rolls; but it would be a swift action. Since everything but Teamwork is untyped, I think that you could use a standard action and a swift action to stack +4 (Helpful or Improved Aid), +1 (Swift Aid), Excellent Aid x 2, and Teamwork x 1 on a single attack roll. Does that sound reasonable?
agnelcow wrote: Great thinking on the Battle Herald synergy; an Order of the Dragon Cavalier/PfCr/BH focusing on Aid Another would be an interesting concept, especially if you had a Halfling Opportunist in the party. I think that it would be simpler to have a Helpful halfling Battle Herald aiding a Halfling Opportunist.
Tudan laughs. "Very pretty," he says grinning. "And nutritious!! Thank you. Maybe I'll do even better this time!" A well-armed and -armored figure in a well-worn explorer's outfit, with the distinctive metallic golden hair of his kind, the adventurous aasimar stands out clearly among the children and old men on the bridge; but he's always at ease, treating everyone as a friend that he hasn't met yet. Amused by the innocent fun, and drawn to the challenge, Tudan once again tries to espy the elusive white fish. Perception: 1d20 + 10 ⇒ (16) + 10 = 26 Whether he sees it or not, the optimistic outdoorsman lowers his hook once more for another paper fish. Survival: 1d20 + 6 ⇒ (12) + 6 = 18
Tudan breaks out in a smile. "Thank you, child. Here's a penny, so you're fishing for free today." He hands the little girl a copper, and then gives one to Mister Clansom to rent a standard competition rod, though he has his own hooks and twine. Setting up on the bridge, Tudan carefully scans the stream, looking for a little white paper fish. Perception: 1d20 + 10 ⇒ (8) + 10 = 18 Thinking he spotted his target, the experienced fisherman lowers his borrowed hook and tries to pick it up. Survival: 1d20 + 6 ⇒ (8) + 6 = 14
I'm a sucker for fishing mini-games. :) Of the innumerable hours I played EverQuest, many were spent just fishing. And I don't even fish IRL. Aha! Now there is something I'd be good at. Tudan moves down to the creek and finds someone who looks friendly to explain the fishing competition. "It looks simple enough. Just throw over a line and haul something up, or is there more to it than that?"
What does Elyin look like, and what was his role in the group? I don't even know his race and class. I also don't know what Kailah looks like; I've been imagining a fit country lass -- young and pretty, but not sophisticated -- and I have no idea how accurate that is. Wild speculation:
I'm picturing Elyin as a human or half-elf urban ranger. We have a face and three casters -- but no full BAB characters, no skill monkeys, and no one with Knowledge (local) or Disable Device. If he has more than three ranger levels, then this implies that Elyin delayed his Favored Community, and put off forming a bond until whatever level he left our group and found Bellis; he just hadn't been anywhere yet that rang his bell. It would also help explain why he didn't come back to us.
If he's a half-elf over 3rd level, then maybe he multiclassed as a fighter, and just didn't reach ranger 3 until later. Either way, I bet that he had the Archery ranger combat style... since without him, the closest thing we have to a ranged specialist is the healer. ;)
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