All's Well that Ends in a Well

Game Master Choon


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Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Even that could be worked out.
Just tell the shiney-one that it is all about giving the dead the ability to accomplish one last deed in the name of the gods ...
Or some nonsense like that and a decent-one will rally. Maybe not killing a npc to raise him again to enact command over him, that's bad taste in the first place and *might* get tough to explain to his holyness ;-)

@Vuzi: Handing me the potion ... Means I can use it for free?
I hold my fingers crossed for your spell to work in our favor again...


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

For real. And yeah, I know Paladin and undead use isn't a classic mix, which is why I made sure Vuzi was Neutral not Evil. I realize there may be some confrontation but I'm looking forward to the RP. Short of Choon determining that every paladin must strike down every undead or person with necromancer tendencies I don't think it'll be a mechanical problem to work alongside a necromancer who doesn't have permanent undead allies.

I look forward to RP flair with it though. Maybe the pally even fears Vuzi and her friends. I'll likely be dumping Int or Wis and be easily distracted or fooled into looking the other way. Lots of options, but I assure you I'll clear the mechanics of it first.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I'm currently playing a paladin with some interesting morality and a low wis score. He thinks he's more evil than he actually is, so he'll say things like "I've always wanted to kill someone to see what it's like" (which he does in an abstract way, but he doesn't want someone to be dead), but when confronted with bad guys he almost always tries some crazy plan that doesn't involve killing them. He's definitively lawful good despite having a somewhat different moral code which he doesn't himself understand.

Basically I think RPing a paladin can be a great time.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

On that note ...
How's the mechanic to drag someone by the beard? ^^
...
...
Just kidding, someone with a tail would never do such a thing to someone he considers a friend of course xD
How can we drag Dalkk with us, in case we even get the chance to do so ...?

Order of retreat:
I would strongly suggest Maglin taking the rear, because he is immune to that paralysis effect. I can drop barkskin on him if I have some respite to up his AC to a good margin, and Vuzi might be able to hit him with my heal-stick a few times if it comes to worse.
Anyone else is in considerable danger of getting laid (*harhar*) by a bad dice-roll on the fort save in case they chase us in earnest.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Probably with the reposition or drag combat maneuvers.

*Posting to all my games*

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Thanks.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Dalkk is roughly 155 pounds gear included. You can drag (beard or not) up to 5x your max load though I imagine that's at half speed. I can't see anything that actually says she that. A Str store of 10 would actually be the top end of a light load with the 5x drag, but I suppose that's up to GM. The harder part is the action. Dragging or drinking a potion means you don't get a full round action. No full round action, no withdrawal. Staying in this room long enough to take tye actions needed will likely end in further demise.

Of course, maglin could cast grease on the floor and Cain could use his move action to jump on the dwarf, knock him over, and surfboard his way through the open door.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Well that would be "not the beard!" to the power of 2 *haha*


Black Pantheress | Status: Shield Companion, AF: Bull&Tiger | AC:26|15|21, HP:13/72, CMD: 33(Grab:37), Saves (F|R|W): 10+1|12+1|6+1(+4 vs. Enchantment), Perception: +10(14), Initiative +5, Skirmish-Tricks: 6/6

If the green-one gets at least one of the gouls near the door under her control, I probably have to make an attention-drawing sprint through the room to clear the path for my upright-walking companion and all of you as well.
So withdrawl might not be needed after all, since most AoOs are drawn already.
That of course may result in my demise or at least paralysis, so one body more to drag, but I guess its the best guess we can take to get out of there all in one piece.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Think Choon is dirty enough to have the zombies not take Attacks of Opportunity on Emily so as to save them for Simon?


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Debatable if undeads are that clever.
If thats the case, I'll have to stretch my luck and go with a quite difficult acrobatic test to move safely over a distance of 20ft (my half speed) ... or even take a +10 on the test to move my full speed, but that will most likely result in a hellish test with hight risk.
On the other hand, there is maglins-net-to-come that may constrict ghouls (and me?).
A constricted ghoul cannot take an AoO, or can he?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Oh that's reflavorable. The ghouls have a taste for you so they ignore other threats haha.

Yeah, withdrawal gets you out of that square, but its double speed. So if you back up towards vuzi then I think you'd still have enough speed to get out the door. Hopefully you won't need to make a single acrobatic check depending on Vuzi's spell success. Im also hoping that Vuzi isn't screwed now.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Given the standard paladin oaths you aren't really supposed to associate with evil, and undead, by default, are that
Personally I think this is silly, how can you redeem someone if you can't associate with them


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Hah, this is very handy indeed, Choon ;-)

What about the potion Vuzi hands me as a move action? What kind of action would that be to drink?

So what do we do now ...
- Maglin creates another net? Causing me to (hopefully) succeed at the reflex safe and stuck all those ghouls around me

- I try to get the f&*! out of there asap with all tricks I can come up with to avoid AoOs ...?

- Or rather try a more coordinated retreat, meeting around Dalkk, trying some kind of back-to-back fighting withdrawal ...? If so I would probably drink a potion and cast some heal or maybe barkskin on myself...

Mhhh thats quite a FUBAR situation down here, isn't it ...?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

While I agree that paladins aren't supposed to associate with Evil, I don't believe undead are always evil. Most undead are evil sure, but the ability to create non Evil dhampires alone proves non evil undead can exist. Furthermore Vuzi's existence proves those controlling the dead need not be evil. Command undead doesn't even have the evil descriptor.

I mean sure, if I were linked to Pharasma who has a specific desire to slay undead that is certainly an issue, but nothing in the Oath of Loyalty makes mention of undead.

One might even say that Vuzi's control over the undead prevents evil acts from being committed and is in line with Paladin code


The Man. The Myth. The Mask!

I generally ignore the "can't associate with evil" bit unless you straight up join a cult or something drastic like that. Inquisitors have to have a niche somewhere in the religious orders, after all.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Choon did you by chance mean the one just east of Dalkk or are my cardinal directions all messed up?


The Man. The Myth. The Mask!
DW Duck wrote:
Think Choon is dirty enough to have the zombies not take Attacks of Opportunity on Emily so as to save them for Simon?

They didn't seem very interested in her before, did they. Time to roll those metaphorical bones and throw some digital dice? ;)


The Man. The Myth. The Mask!
DW Duck wrote:
Choon did you by chance mean the one just east of Dalkk or are my cardinal directions all messed up?

Mine are. Rough night. East. :P


The Man. The Myth. The Mask!
Quote:
What about the potion Vuzi hands me as a move action? What kind of action would that be to drink?

Standard. She saved you the move to get it out.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Now this would be interesting. I'm not sure how high tactical we can get away with. In theory, we can ready actions to make this work. If our new friend makes a bull rush attempt to the south, then success or failure will provoke AoO from the two to Dalkk's south, possibly opening the full path. If not we can still pass through allied squares freely. If Emily withdraws and provokes AoO from the one to your South east, then you can get out this room entirely without provoking AoO. Cain still has a move and could run, taking a hit I think. Maglin could run. Then we only would need to worry about Vuzi next round.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

No way would Vuzi survive a full round alone in there and even if so, she would be totally swarmed by ghouls by the start of her next round ...

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1
DW Duck wrote:

While I agree that paladins aren't supposed to associate with Evil, I don't believe undead are always evil. Most undead are evil sure, but the ability to create non Evil dhampires alone proves non evil undead can exist. Furthermore Vuzi's existence proves those controlling the dead need not be evil. Command undead doesn't even have the evil descriptor.

I mean sure, if I were linked to Pharasma who has a specific desire to slay undead that is certainly an issue, but nothing in the Oath of Loyalty makes mention of undead.

One might even say that Vuzi's control over the undead prevents evil acts from being committed and is in line with Paladin code

unintelligent undead are always evil though


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Simon Blue-Eye wrote:
No way would Vuzi survive a full round alone in there and even if so, she would be totally swarmed by ghouls by the start of her next round ...

Well... Super cheese says Maglin Uses Summon Monster 2 to summon 1d3 Ponies between the exit and Vuzi, then commands the ponies to all in turn make CMB checks, which she has the right to voluntarily fail, to Reposition her one by one out the door.

Lesser cheese says to summon the ponies and hope that between the friendly undeads and summoned critters and maybe Emily if she doesn't take much of a hit can keep the horde at bay long enough for her to get another turn.


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Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -
DW Duck wrote:
...

Haha, Munchkin alert!

On that note... I have a summon monster II ready as well, as an alternative to a heal or barkskin use.


2 people marked this as a favorite.
The Man. The Myth. The Mask!
GM Bible sayeth wrote:


For the measure of sgenanigans you use will surly be measured back to you.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Simon Blue-Eye wrote:
DW Duck wrote:
...

Haha, Munchkin alert!

On that note... I have a summon monster II ready as well, as an alternative to a heal or barkskin use.

I was just trying to decide if the Paladin belonged to the Holy Order of the

Lullaby League or the Lollipop Guild


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

I have a potion of hide from undead. I can drink that and hope to get out while they can't tell I'am there. That assumes the ghasts fail their saving throws. I can also force feed that to someone.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Well, I'll wait for Maglin to assess the situation and cast away.
I am still for the web option followed by a run for it.
The interesting part is, how many ghouls get stuck (and if do as well of course), because that will influence the DC of my acrobatic test or if the way is full-clear by then. If the latter I will just take my 40ft run up the stairs and drink that handy potion.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Getting caught in a web makes you grappled.

Relevant grappled bits:

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Seems like a good idea to cast web, Summon Monster is a fullround action, so if I cast it I'm probably getting disrupted.

I also think it's a good idea for me to take the AoOs. I can't get paralyzed and two attacks won't kill me. Think I should do that now or next turn? I'm going with this turn, let me know if you think that's wrong.

Edit: does Vuzi have the option to control a different ghoul? Because the one she currently has control over is probably going to get stuck.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Nope its more or less rnd and we should we very thankful that it is one of those three at all...


The Man. The Myth. The Mask!

Especially since four other ghouls who are not there so nicely passed their saves. :)


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

If the test is necessary, then it is likely 'push' thus I fail the test since the dc would be 25/27.
Then it is straight withdrawal for her.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I would go for withdrawal. Not sure you can make the check and then decide on a failure


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Mhhh, yeah you're probably right.
Goes against the grain to leave you there, but I can't think of a good way to help you atm :-/


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

There's potentially a chance Simon failed to even notice Dalkk being paralyzed, he did just fight off 9 attacks and you've been busy yourself.

Off table, I'm loving this paladin I'm building. I also love Dalkk. I love making characters though and I won't be disappointed if I should have a dozen characters die off in this dungeon. As a player I'm good either way.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Speaking of, let's get this out of the way now. To be clear I'm not giving up on Dalkk, but I'm not moving for a bit so I have time. Worse case scenario I'll have a back up ready to go if I need it at some point in the future. I don't think there's a chance in hell Choon will let me keep my insane Dalkk rolls.

18 and 8 are given, 15 Point buy for Rest. 2 Rolls, then Buy.
1st Attempt - After Dropping the Lowest, results are 14, 13, 11, 10. 9 Point buy.
4d6 ⇒ (6, 4, 4, 2) = 16
4d6 ⇒ (5, 4, 1, 4) = 14
4d6 ⇒ (4, 1, 3, 4) = 12
4d6 ⇒ (3, 2, 2, 5) = 12

2nd Attempt - Wow. Well... I got a 15 in there... but 15, 11, 10, 10 is a 8 point buy, so I'll be buying my own stats... damn.
4d6 ⇒ (2, 1, 2, 6) = 11
4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (2, 3, 5, 3) = 13
4d6 ⇒ (3, 1, 6, 6) = 16


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

@GM: Three enemies after all I had to dodge? Since the first one does not add an additional +2 to the DC (since it is his CMD I test against already) ... at least as far as I read the rules. Not a problem now, but better to clear that up for the future I guess.

Also: Maglins Elfishness saves him from paralysis, thats why we wanted him to draw the attacks for us ;-)


The Man. The Myth. The Mask!

Elves are immune to sleep, I know. I'm looking for where his immunity to paralysis comes from.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Its directly in the entry of ghoul touch.
It specifically states that elves are not affected by this.
A quick search on this forum reveals it as a case of SEVERE LEGACY from before D&D v1 days ^^


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

That's potentially debatable actually but would be good to get a ruling on. Ghoul paralysis per Pathfinder Bestiary at CR1 says elves are immune, but Ghast specifically states that their paralysis do effect them. Based on what I can tell from attacks back and forth plus Vuzi's spell... We're looking at at least CR2. Not to mention this dungeon is 3rd party. But if paralysis vs elf is simply a matter of strength... Maglin might be in trouble


The Man. The Myth. The Mask!

The first square doesn't provoke, but you moved through two squares of the ghouls south east of you. :)


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Simon Blue-Eye wrote:

Its directly in the entry of ghoul touch.

It specifically states that elves are not affected by this.
A quick search on this forum reveals it as a case of SEVERE LEGACY from before D&D v1 days ^^

I played AD&D this summer (v2) man, it was a trip. It was awesome to see where so much of the stuff evolved from, what was new, what was dropped. As an Analyst, I have a new appreciation for people who calculated THAC0 by hand haha


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -
GM Choon wrote:
The first square doesn't provoke, but you moved through two squares of the ghouls south east of you. :)

Oh well... ^^

@Maglin: Ohh, you we're fighting a ghast not a ghoul ... well iI press a couple of paws for you my friend xD


The Man. The Myth. The Mask!

Well, that is stupid easy to overlook. Maglin is safe! I have edited the map. There are both ghouls and ghasts here. :)


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Baddies up? Their round will impact so much right now


The Man. The Myth. The Mask!

Baddies up, indeed. :)


The Man. The Myth. The Mask!

This is gonna be lots of dice and I'm at work, so this update may take a bit as I can't work on it constantly, more sporadically. But it's coming. Promise.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
GM Choon wrote:
This is gonna be lots of dice

Well who's fault is that :P


The Man. The Myth. The Mask!

Hey, I didn't open the secret door. :P


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Is the paladin you are building gestalted with bard?

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