The time for Irrisen's new monarch has come and gone with no sign of the infamous Baba Yaga...and now, winter is encroaching onto all of Golarion! Will our heroes be able to find the fabled Witch-Queen and restore balance to the world?
That's correct. Drew and Trelck go in the surprise. My sincere apologies for not posting before now. I've had an..interesting...couple of days. I'll bot them to get us moving on from the surprise round tomorrow if need be. Again, my apologies for the delay.
Eh, it ain't nothing too bad. My wife got her truck stuck on a random muddy back road. She, I, and a friend of ours had to walk about five miles to get to it, myself carrying probably 70-80 pounds of heavy-duty chain. Once we finally got to it, it took us about three hours of pushing, shoving, and come-alonging to get it to where we could drive it out. It was...entirely exhausting. I've not been this tired in a looong while.
The first bandit out the door is clearly taken by surprise as he comes out the door, Trelck's axe burying itself deep into his belly, spilling blood and ichor all over the porch moments before the bandit collapses onto it.
The second bandit fares no better, nearly tripping over the body of his fallen comrade. The moment he takes to recover is all it takes for Drew's arrow to find its mark, the tip entering through the back of his neck. Trelck sees the arrowhead pierce through the bandit's throat before he takes another step or two and falls onto the steps of the back entrance.
Lots of shouting is heard in the lodge now, so much that it's hard for you to be sure what's being said, but it's most definitely sure that the jig is up.
Wildir, just to be certain we're on the same page: are you moving to the smaller eastern porch where Drew and Trelck are presently doing their damage, or are you moving to the larger, more western porch closer to the stable?
that sounds like a drag. I've been in a similar spot- truck stuck in the middle nowhere White Sands Missile Range by my lonesome without a cell signal on a cold November night. That was a loooong night ; )
Wildir gets out an alchemist fire ready to toss as he tries the western door.
Wildir, as you turn the knob on one of the two doors leading outside the western entrance of the building, the opposite door flies open and half-orc woman with a hand crossbow rushes past you!
DM Screen:
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Out of the corner of her eye, she notices the large druid, turning and firing a hand crossbow in his direction as she continues rushing toward the larger battle!
Drew turns and aims for the 1/2 orc with the crossbow while still trying to remain hidden
Stealth: 1d20 + 12 ⇒ (8) + 12 = 20
Attack-Ranged: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 ⇒ 2 Not sure if I get my sneak attack bonus. If she does not know I am there, is she considered flat-footed? Will roll it anyways
Sneak Damage: 1d6 ⇒ 2
Trelck simply blinks as the second bandit falls, training kicking in as the dwarf searches for the next target.
Sensing that it is better to let the fight come to him Trelck moves so that he is standing beside the doorway, not in front of it. Hoping to use bandit bodies as a lure for more, axe in hand.
Ready action: Play "lumberjack" with the next bad guy that runs out the door.
Wildir's attempt at returning the half-orc woman's favor meet with failure as the spear falls short, the snap-throw arcing higher than intended and embedding itself into the ground.
The next bandit out the door is also met by Trelck's axe, but unfortunately, he can only swing so many times in the short few seconds he has available. The gap in time allows a half-dozen more bandits to flood out of the cabin, with three of them setting up to nearly surround Trelck's position, each of them taking their own swing in turn while the other three raise shortbows to take shots at Drew.
Trelck, I'm assuming that the AC you have listed on your profile of 17 is your AC while the shield is up, which I'm also assuming you have. Let me know if I'm wrong please.
Trelck takes a grazing wound to his arm from one of the bandits, but the other two miss. A handful of them seem decidedly in worse shape than the others. Their breathing is heavy and uneven, their movement sluggish.
Meanwhile, the three taking aim at Drew seem to have forgotten to compensate for the snow or didn't take enough time to aim properly as all the arrows they send toward Drew fail to find a target.
3 damage to Trelck, Drew manages to avoid all three bowshots.
[ooc]Perception: 1d20 + 5 ⇒ (12) + 5 = 17
The half-orc woman on the ground, meanwhile, remains entirely unaware of Drew's presence on the roof...that is, until an arrow embeds itself into her shoulder and she cries out in pain, turning her head to look at the halfling on the roof. She says something in a language none of you understand, but the tone of her voice is decidedly unhappy.
The half-orc woman makes no overtly aggressive moves despite the attacks against her last round, instead continuing to move further away from the group while also reloading her hand crossbow.
Cursing his spear, Wildir ignores the strange woman and his cast spear for now and moves through the cabin toward the sounds of combat, bottle of alchemist fire in his teeth to free his claws.
Wildir, if you want to chance it, you can try throwing the alchemist's fire at the group. Getting a map posted shortly, but the gist of it is you can make your full move and be able to toss the alchemist's fire at the open doorway the bandit's left through. It's three range increments, but not unrealistic a throw; if my math is right, you'd have a 50/50 chance of a direct hit. Map updated in the campaign info link now.
The bolt of acid unfortunately flies wide, leaving the bandit untouched as it falls harmlessly to the ground at the extent of it's range, hissing angrily as it melts into the snow.
Trelck's clumsy ax swing, meanwhile, prompts retaliatory strikes from the three bandits nearest him!
Again one of the bandits connects, dealing another relatively minor wound to the dwarf. Take four damage, Trelck.
Drew, thankfully, breaks the unfortunate streak of bad luck, his arrow hitting one of the bandits in the side and causing him to momentarily double over in pain!
Still convinced of their superior numbers, the bandits add Sondergang to the mix, two the ones that had shot at Drew breaking off to have a swing at Sondergang!
This time it is the others turns to take their licks as both Sondergang and Drew are each hit by an attack! Drew takes two damage, Sondergang takes three damage, and Trelck gets an AOO. End of round 2.
The half-orc woman looks back and forth between Wildir and the sounds of the fighting around the corner, seemingly torn about what she should do. She doesn't make any apparently aggressive moves toward Wildir, however, instead seeming content to presently hold her position.
Gaah. Right. This is what I get for ignoring being tired and posting anyway. Ret-conning! You can't make it all the way there with speed 20 on a double move; you'd end up 10 feet short of the opposite door. In range of your alchemist's fire if that's what you wanna do, or if you'd rather get all the way there, you could full-round run.
The orc woman continues moving around the corner of the house to where the mass of the fighting is after Wildir disappears into the lodge, looking at the bandits as they gang up on the other three.
They notice her and call out for her to come lend them a hand disposing of the trash.
With his quarry in sight in the doorway, the hulking northerner creeps up as best he can and with a low rumbling growl slashes at a bandit with his claw.
This whole PbP has just screwed you guys over with the attack rolls. Never seen so many 1-4s in my life. It's been nuts.
The orc-woman continues to move around the house, making a wide circle around the cluster of bandits at the front of the house before stopping about ten paces behind them parallel to the front door.
The bandit facing Sondergang finds his face responding to the shove of the dwarf's hammer by caving in, the sound of bone cracking heard in the chill air as the bandit crumples to the snow, his face a pulp of flesh.
Trelck still seems to find it difficult to find his stride, though there is thankfully now one less bandit to take advantage of it.
Fortunately, both the attempts miss the dwarf. Drew, seeing the state of the others and the fact that they are in danger of being overwhelmed, turns his attention back to those bandits, nocking arrow to bowstring and letting fly another projectile in the direction of one of the rearmost bandits so as not to risk hurting his allies.
Trelck's strike hits home as well, though like Drew, he doesn't do enough damage to bring his dancing partner down.
Trelck, you hear the noise of someone descending the staircase inside the house and, from the corner of your eye, you notice a man in a long white fur-covered cloak and leather armor descend the stairs. In one hand he holds a short sword. Behind him, two skeletons covered in chunks of ice, their eyes glowing a sinister red, follow.
Round 4?
AC:15 hp:13 I'm guessing that was supposed to be me in the house with the creepies.
Wildir snarls at the unnatural creatures approaching and pulling the vial from his teeth hurls it at the frozen skeletons. He then grabs his other vial of alchemist's fire while look for an escape route.
firebomb:1d20 + 1 ⇒ (16) + 1 = 17 fire:1d6 ⇒ 3+burn and 1 splash to all adjacent
FIREbbbbOOOoooommmbbb! I bet the ice skeleton's love that s**!. Don't worry Voodoo if they attack you I will uselessly flail about outside in an effort to help you...
Trelck snorts in fury as he swings the axe once more.
Forgot Wildir was carrying alchemist's fire. That's helpful.
Fortunately enough for Trelck, Sondergang had just put himself in a flanking position; the distraction caused by the dwarf who just crushed his comrade's skull proves just enough to allow Trelck to bury his axe in the bandit's gut! He collapses to the ground, blood staining the snow at his feet. One more bandit down! Three more to go!
Drew's arrow again finds purchase, injuring one of the remaining three bandits further, though even wounded by two arrows, he still manages to keep standing.
Inside the house you hear the sound of shattering glass and three cries of pain; one sounds human, but the other two send chills down your spine.
The bandits renew their assault, still not giving up on their chances despite the fact that there are only three of them left!
Trelck, you take a total of 6 damage. By my math that puts you at 13 damage in the whole combat.
Wildir:
Your vial of alchemist's fire finds its target, the skeleton in the middle screeching loudly when the fire begins to dissolve the bones to ash; it takes but a moment, however, for the skeleton to explode in a cloud of ice! The other skeleton in front of it is completely unaffected, but behind him you hear a cry of pain in the empty air and you see frost clinging to an otherwise invisible foe; the clinging frost makes it easy to see what would otherwise be an impossible-to-see enemy. 1d20 + 3 ⇒ (13) + 3 = 16; 1d6 ⇒ 4Wildir, the frost clinging to him reveals an invisible foe to you, but it isn't going to last long; only until the heat of the indoors melts the frost away.
OK, that was really confusing. Is the previously mentioned white robed guy now the invisible guy? Did the invisible guy attack me? If so, shouldn't he now be invisible? clarification, please.
Drew continues to rain down halfling death on the bandits surrounding his friends. He continues to feather the same bandit.
I need a bow with the gravity bow spell on it!! or poison...lots and lots of poison!
Before I post a combat response, I want to remind you, Sondergang: when you channel energy to heal, you heal ALL living creatures. This includes the enemies that haven't been brought brought down and would likely bring several of them back from unconsciousness; in that case, as long as they haven't dropped to -7 HP, they'll regain consciousness and become a combat threat again.
Wildir:
I see where you got confused...read the post again myself and even I got confused. S'what I get for posting when I'm tired! Let me try to make it more clear:
Wildir saw two skeletons coming down the stairs and threw the alchemist's fire, hitting the rear-most one. It killed it immediately. When the skeleton exploded, it left a rime of ice on an invisible foe directly behind it. It is not currently visible, but until it gets rid of the ice covering it, you can discern that there is a humanoid in that square. I have updated the map and marked its location with a red X. Please let me know if that clarifies it enough for you.
...you hear the noise of someone descending the staircase inside the house and, from the corner of your eye, you notice a man in a long white fur-covered cloak and leather armor descend the stairs. In one hand he holds a short sword. Behind him, two skeletons covered in chunks of ice, their eyes glowing a sinister red, follow.
OK, still confused whether long cloak, short sword is present?
GM:
Wildir is more unsettled by the frozen bones than the half seen skulker and tosses his second alchemist's fire at the skellington.
move up if necessary, but outside blast radius firebomb:1d20 + 1 ⇒ (18) + 1 = 19 fire:1d6 ⇒ 5 +burn +1 splash
well, I seem to be rolling just fine when Devon isn't looking! : )
Cloak-and-sword guy is the one who I said was visible but actually isn't. The red X on the map that I've got posted.
Inside the house, your second firebomb finds its target, the second skeleton disintegrating in the fire moments before exploding in a wave of unearthly cold just as the first did.
Round 4 over for you. Round 5: You still see frost clinging to an unseen individual as the figure descends the stairs quickly after the skeleton is gone, disappearing from your view behind the fireplace in the center of the room. You don't see the figure re-emerge from either side of it.
Simultaneously, the foes that Trelck and Drew are fighting finally hit the dirt, overcome by the injuries they have sustained in the skirmish even while some of Trelck's injuries knit themselves together as a result of Sondergang's spell.
With only one of the original horde of bandits there still standing, the last foe decides that discretion is the better part of valor and turns tail to run away as quickly as his feet can take him, shouting as he goes,"Screw this! I ain't gettin' paid enough fer dyin'!"
Round 4 over. Round 5:
The half-orc woman remains of all the original foes, a shortsword exchanged for the hand crossbow she was originally carrying. The weapon is raised in a posture that you recognize as entirely defensive, and she makes no moves to attack any of you that are outside.
Lifting his claws in front of him, Wildir growls as he backs out the front door to rejoin the others. "Ah gut, you take care uf de bandits. I think there is one more left inside. He is invisible though."
The half-orc woman pauses, as if considering the words, before giving a low snort. "Fine. I'm assuming you're here for the Lady. I had nothing to do with her kidnapping and I've no interest in dying for Rohkar."
When Wildir emerges, she turns her attention to him, her eyes widening in alarm. "You DIDN'T kill Rohkar yet?! By the hells, what's wrong with you? He's more dangerous than the rest of them combined!"
Hey guys! Figured it was about time we stopped clutterin' up Devon's S&S discussion thread. We're going to start the game with the standard locale as set forth in the upcoming Reign of Winter Player's Guide: Helgren, a small village in southern Taldor. The nearest large city is Zimar. Character creation stuff is as follows:
Ability Scores: 20 pt. buy
Races: Let's stick with core races for this, since it's my first time GMing a PbP. However, you can use the APG and ARG for customizing your character with different racial traits/favored class bonuses/etc.
Classes/Archetypes: Classes and archetypes from CRB, APG, UM, and UC will be allowed.
Starting Wealth: Class average OR if you're feeling lucky, roll for it.
Starting Equipment: All equipment from the CRB and APG is allowed; for anything beyond that, please let me know what you're thinking of purchasing and where it's located, especially for Ultimate Equipment, as I haven't had a chance to look through my PDF yet.
Feats: All feats from the CRB, APG, UM, and UC are allowed with the sole exception of Leadership. I don't really have a problem with any feat in published Paizo material; just swing it by me first!
HP: Max for class at level 1, then average +1 at each following level.
Traits: Two traits, at least one of which must be a campaign trait (when the PDF is released. Please be soon! Please please please!)
A'ight. here's a start. uncertain whether I'll take Bear Totem archetype or the like. Also considering taking a dip of BBN. Guess I'll see what the party looks like.
What are your thoughts on those two characters? How would they both play within the campaign? I'd have to know a little background before I could really offer an opinion.
I've never played an alchemist before, and only once played a ranger, so I'm not sure about the merits of them compared to each other.
Wanted to throw something by you guys and see what y'all thought: I'm seriously considering using the block initiative favored by some here on the boards.
For those who don't know, block initiative is a format where the DM rolls initiative for each party member at the beginning of combat and takes the highest number as the initiative for the entire party, then rolls one number for the enemy's initiative, so you have either group acting all at once as opposed to having to go back and forth.
It seems like that could help speed in-game combat up, but I don't want to use it without getting everyone's views on that way of doing things. So...thoughts?
I can see where the math and mechanics problems might come up with it, and I'm not really sold on it, myself. Just an option that I was considering and I wanted to see what y'all thought about it.
Y'know, after giving it some fairly serious thought for the last little while, I think I'll stick with traditional initiative. I'm on the boards often enough that I don't think it will be a problem if party/enemy actions are split in any way.
I've never played one myself, but I helped a player in my home game run one for a pretty good while. He was new, so I kind of had to learn the class to explain it to him. And I've always wanted an excuse to try one. I initially thought to go with ranger because it fit the AP. But really, a more arcane type character would fit with the plane-hopping parts of the AP. The more I think about it the more I lean towards alchemist. I'll need to concoct a background. I'm just looking for some input.
What's worked for me is just rolling out everyone's initiative and then after the first round, just clustering it so that the enemies end out the actions. Players all post and I translate their actions in initiative order to their best advantage. I'm on quite alot so there usually isn't much waiting if players are reliable.
I haven't played an alchemist, but GMed a couple. I do think they look to be the most interesting and playable non-core class.
Alchemist sounds good to me! The only one I have ever seen played went vivisectionist so I have yet to see the bomb aspect used. I say go for it, Hector!
What's worked for me is just rolling out everyone's initiative and then after the first round, just clustering it so that the enemies end out the actions. Players all post and I translate their actions in initiative order to their best advantage. I'm on quite alot so there usually isn't much waiting if players are reliable.
I haven't played an alchemist, but GMed a couple. I do think they look to be the most interesting and playable non-core class.
I run initiative pretty much the same way..except I like to fit the Monsters into the order in a more natural way.
Ok, lets see. So far we have a Human Winter Witch, Dwarven fighter, Human Bear Shaman, and possibly an alchemist. So at the moment no skill monkey. Perhaps I will put together a rogue, or maybe a ninja? Not sure which...or do you think we need something else? I do not see a cleric, but perhaps the Shaman and Witch are good enough to cover that area....
I expect the witch and the druid give us a pretty reasonable degree of potential healing, so a skill monkey is likely a good way to go. Y'know, I actually wouldn't mind seeing a Ninja in action. Never seen one played before. It's unfortunate that they don't get Trapfinding, though; that seems like a skill a Ninja would need to possess.
Remember also that it's been said the Linguistics skill is going to be VERY important during this AP, which I suppose makes perfect sense when you consider how much world-hopping is done! Start out in Taldor, then skip up to Irrisen, then Iobaria, then Triaxus, then Earth! It seems rather unlikely that you'll be in the land of Common past the second/third AP. Man...the PCs are going to wrack up some serious frequent flyer miles on this trek. Too bad there ain't no Delta on Golarion.
Not to mention alchemists can generate copious amounts of healing potions. Speaking of which, here is my alchemist. Still need to write up her background, as well as buy her gear and choose her starting formulae. But this should give the general gist of it. She's a pampered Taldan noblewoman. Money, personal tutors, and lots of free time can lead one down interesting roads...
DM-Phil, a question. A lot of GM's frown on this trait as cheese, but what are your thoughts on the Rich Parents trait? It changes your starting gold to 900. It would fit her background. I'm not especially attached to it, so don't be afraid to say no.
Y'know, I see that trait banned a lot too, but I can't see how it would be of a huge benefit after the first few levels, when the average player's wealth should be well caught up. I'd also like to see first-hand exactly how big a boon it is at the earlier levels.
So I say all that to say...go for it, Salvianella!
Ok..well here is the crunch for my ninja character...Decided to go more RPing then min-max with this fella...otherwise he would start out as a monk and after level 4 switch over to a ninja and would most likely be 1/2 elven.
I will try and get a background up asap.
Drew Fallowfield:
Male Halfling Ninja 1
NG Small Humanoid (halfling)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Wakizashi +4 (1d4+1/18-20/x2)
Ranged Shortbow +4 (1d4/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 12, Wis 10, Cha 15
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse
Skills Acrobatics +8 (+4 jump), Appraise +5, Bluff +6, Climb +2, Disable Device +6, Escape Artist +2, Fly +4, Linguistics +5, Perception +6, Ride +2, Sense Motive +4, Sleight of Hand +6, Stealth +12, Survival +1, Swim +0
Languages Common, Halfling, Minkaian, Skald
SQ fearless, poison use
Other Gear Studded leather armor, Arrows (20), Shortbow, Wakizashi, Backpack (empty), Bedroll, Blanket, Flint and steel, Rope, Shinobi shozoku, Thieves' tools, 5 GP, 4 SP
--------------------
Special Abilities
--------------------
Fearless +2 racial bonus vs Fear saves.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6
See skills is why I shy from fighter and I love me some Inquistor for that tasty combination of crunch and fluff. I had one in a Kingmaker game but I feel like I want to stick out with the fighter thing. Right now he has a +4 save against any spell or spell like ability and that seems hilariously awesome...plus I get to hit things with an axe, and over time, really hard and really often...
Fighter, Witch, Alchemist, Ninja, Druid
Dwarf, Human, Half-Elf, Halfling, Human
A good time is certain to be had by all, that's for sure. Probably our most diverse group yet! I'm chomping at the freakin' bit waiting for the Player's Guide to come out. The subscriptions page says that payment should be authorized on Thursday and usually the guide comes out at pretty much the same time. Regarding your Fighter, I think the save bonus against spells and SLAs will prove invaluable in this particular campaign.
I'm planning on getting us started the nanosecond I get the PDF released in approximately two weeks. Sound good to y'all?
Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6
I am amused that that image is to be found in a folder named "Zardhoz" and I hope it refers to that classic sci-fi epic that saw Sean Connery in a onesie...
As to my super buff saves, yes I thought it would be good form to just say "no" to things trying to blast, mesmerize, shift, root, control or otherwise "magik" me while I was busy trying to bury an axe in them. The hitpoints are for everything else.
I know AC/defense escalation falls apart the higher the level (better to kill than tank) but I figure the initial investment is worth the return now while I take my time making my mundane old axe into an AXE OF DESTRUCTION™
And Daniel when did you become epic level...now you are simply too unbalanced for this thread :p
LOL..actually I was just using the number of years that I had worked in each field...I guess I would be a gestalt character, as I functioned as a historian and curator for a number of years!! LOL
I know AC/defense escalation falls apart the higher the level (better to kill than tank)
Not true. I have a player playing a paladin in my home game with a 32 AC, DR2/Adamantine, and 290-something hp at 13th lvl. Anything shy of boss monsters have to threaten a critical just to hit him. And he can lay on hands himself just to troll me... Of course the monsters in turn usually just ignore him and go after the much squishier monk and ranger. But still.