All's Well that Ends in a Well

Game Master Choon


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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 stand corrected. I guess I'll get to wait and see what GM has to say anyhow.


The Man. The Myth. The Mask!

Unfortunately, there is a FAQ one this that limits the be save to spells or effects that actually exercise direct, intentional control. Sorry, guys.


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've asked a few times but never gotten a response, are alternate summons allowed? Cain and Dalkk have replied that they are connected to worshiping deities, I think, which Maglin doesn't really do because I don't know enough about golarion deities.


The Man. The Myth. The Mask!

Sorry. I'm a little spacey sometimes. Having two little kids will do that.

Anyway, if you want to use alternate summons, go ahead. But if you do, then I will too. ;)


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

I love having both evasion and stalwart


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|

No worries, you've done well enough in my estimation.

I think that exchange benefits me.

Edit: also, as my hit points are now less than half their total, I'm shaken.


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

If I can just keep rolling criticals this shouldn't be too hard


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

Yeah, for real Cain is wrecking s@~!.

I'm soooo excited that we're setting up an Augmented Celestial Bore with a Charge Attack, assuming I'm reading Maglin's mind correctly. It looks like where that cast is going he should give/get flanking with Cain?

Also Maglin, I believe your still due a Will save? The WIS portion is from taking any dmg.


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: -

I am rather torn. Shall I take the AOO Cain provided by critting again followed by three more stabs due to haste, flanking with Cain?
If the guy really has dr, then all those attacks ate likely to be in vain. D3+1+1+d6 isn't really threatening :-\
Best that could happen is I spawn another crit so that Cain can attack again ...
Other way would be ... Summon or smoke spawning.
Thoughts?


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 lean towards summon. We want more targets on the field for him to hit.

Cain how do you feel about the smoke idea? This is your show. Simon can trigger a smoke to fill his space. It should prevent him from directly targeting everyone with a spell (although aoe is still in play), and would give you both partial (20% mischance?) Concealment on each other.


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

I would prefer not to have a miss chance
Maybe keep It in reserve for in case we need to retreat
That being said, my to hit should be +4 higher. I forgot about Simon flanking me


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

Do we know if that makes your first hit connect?


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: -

I am not in the moment, since I am below you, buffing you. I would get opposite you if we start hitting him both for flanking obviously though, but that's not fully stated yet since it will break the invisibility...


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|

Yeah, that's a 2,000 lb wall of meat about to appear behind him. Not augmented yet though, gotta wait for 7th level for that.

Also, I don't consider the bone on bone action irony.


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 thought you took Augmented summoning as your standard feat?


The Man. The Myth. The Mask!

I think Simon is still to act this round.


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

Simon, make part of your action getting behind him enough to flank so I can have that first strike hit
Or summon something behind him


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: -

There you go Cain *yeah!*
There you go Invisibility *sniff*

Sorry for the delay.
Doing home office and my company laptop denies any internet access...


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

So Marco's first attack gets the +4 flank, bringing his attack to 21, and he gets an extra attack because of Simons crit?


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: -

That's right.
Welcome to teamwork feats and crit fishing xD


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

17-20 crit range
Later I'll improve that to 15-20 with a blade skill

Oh and because I didn't roll damage for that one initially, just in case a 21 hits, here's the damage for that
1d10 + 9 ⇒ (1) + 9 = 10


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

Whelp
I'm down to 31 HP and 20 power points
Is this guy a litch? Who's got knowledge religion?

Right now it sounds like a good idea to heal Cain and disarm him of that sword


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

Maglin has knowledge religion. Only way your getting healed is if you don't engage in a round of combat, Simon take an AoO to the face while healing you, Simon uses Acro to try to dodge AoO, making you lose your flank bonus, and heals you from safety.

Depending on where the boar ends up after the charge, you may still keep your flanking bonus.

Also, I think the only real options for disarm is Megadwarf, anything you may have, or attempting to grease his weapon? None of which are great options


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: -

After this development ... Maybe we should try to regroup? Or even try a full retreat?
Given it was a crit, but he can hit hard, has lots of hp and dr, and can heal himself, crit on a 19 ... This does not seem like a foe we can take down while roughly 1/2 of our force is running away in fear?

If Dalkk gets in a good shot and we can position into flanking again without provoking, we might give it another go though. Those Bolts from Dalkk should hit really hard. As should the boar-charge. Hopefully.


The Man. The Myth. The Mask!

Map updated.


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: -

B#@@+y coward....
I don't think we can set up flanking there.
Anyway its late here, I have to go to inspect my eyelids from within now...


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

Its Cain's call, but I'm actually feeling pretty good. Cain and I aren't down even 10hp yet, maglin is under half but casting from safety. The charge from the celestial boar should hit at double dmg, Dalk should go off soon. If Simon rolls out of the way and starts healing to boost Cain's longevity we might be doing pretty good.


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 believe those 3 shots have (at minimum) counteracted his last heal, returning him to 87 Damage. Bestiary says Avg CR 8 beasty is 100HP, CR9 is 115HP, CR10 is 130. It's 3rd Party, but I'm assuming that we're close (and IC would be evidenced by seeing his wounds/bones cracking. Unless he also has an illusion up). If we can get a few more in before his next round of healing, we're quite possibly in some amazing shape.

Edit - Also Simon, If you're more interested in Damage then Healing, why not turn that wand of CLW on the undead?


The Man. The Myth. The Mask!

There it is. He said it. Somebody better find some wood to knock on before this explodes in your collective face.


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

Good thing I have all this wood around me. What is this, pine? I mean I just finished digging that hole... why am I in this pine box?

Unrelated, GM Choon I've had some pending questions

1) Did the map we find in the Ogre Room to his brother's place come back with any kind of appraised value? Appraise skill check at the time was 17
2) The 2nd level Extract Deathwine requires potions. I know that Extracts don't count as Potions in any other regard, but would you allow it for the purposes of Deathwine?
3) When we last leveled up, did you want us to roll for HP or continue to use Avg
3b) If using the Avg roll rounded down everyone loses 0.5HP per level (Avg d6 is 3.5, not 3). This being the 4th time we've done this, it's a cumulative 2 HP. Anyway we can get this back? In recruiting you had said you'd consider this seeing as how dangerous this place is.


The Man. The Myth. The Mask!
DW Duck wrote:
1) Did the map we find in the Ogre Room to his brother's place come back with any kind of appraised value? Appraise skill check at the time was 17

Unless you have a motivated buyer like a collector or someone venturing into that dungeon you're not likely to get much. At most you could get a few gold from a collector.

Quote:
2) The 2nd level Extract Deathwine requires potions. I know that Extracts don't count as Potions in any other regard, but would you allow it for the purposes of Deathwine?

"Only a potion created using a conjuration (healing) spell can be affected by this spell."

I see this as corrupting the magic of the spell used to make the potion as it calls out the school and subschool of magic specifically. This, to my mind, would exclude other forms of healing, like alchemy.

Quote:

3) When we last leveled up, did you want us to roll for HP or continue to use Avg

3b) If using the Avg roll rounded down everyone loses 0.5HP per level (Avg d6 is 3.5, not 3). This being the 4th time we've done this, it's a cumulative 2 HP. Anyway we can get this back? In recruiting you had said you'd consider this seeing as how dangerous this place is.

Retraining is always an option. If you make it back to town and take some time (and spend some money for equipment and such) you can retrain several hit dice up to max. So far youall have been doing just fine without those 2 hp. :)

Also, where is 3a? You hilled it and hid the body, didn't you... I knew Dalkk had a tenuous grasp of common but this might be the first step down a very dark road.


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 has a pretty tenuous grasp on everything. I have never made a more chaotic and strange character, and that includes the times I intentionally tried to make chaotic and strange characters. I hope that he at least seems consistent. I fear what I've made because I've been caught sending texts in Dalkk's voice on more than one occasion

I would appreciate any information or links you have on retraining hit die to max. As I understood it retraining that just meant a reroll, but if you'll let us retrain to max I'll make a note of it. Also, I will be adding HP shortly as I was holding off on increasing HP until I had an answer.

My hope for the motivated buyer was the Dwarf Camp we were going to sell the dwarven armor too. Vance brought it up.


The Man. The Myth. The Mask!

They would be motivated, but, as may be inferred by the "camp" bit, don't expect a windfall out of them.


The Man. The Myth. The Mask!
retraining wrote:
Retraining hit points takes 3 days and requires you to spend time at a martial academy, monk monastery, or with some kind of master of combat who is at least one level higher than you. At the end of the training period, increase your hit points by 1. You can retrain hit points only if your maximum hit point total is less than the maximum possible hit point total for your character.

It's not the most efficient thing in the world, but if you have the itch...


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

If we have an extended time on the surface, say waiting 3 weeks for a delivery while I'm in the lab, I am for sure going to keep that in mind. Thanks!


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'ts 7:15 PM on Thursday 12/12 and I'm still in my office working. No posts for me tonight. Feel free to bot me as necessary.


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|

From what I understand, you recalculate hp at every level, so the half points never go away.

Also, oddly enough, a boar does not have powerful charge. So it's just 2d6+9+5 for damage.

Also, does the smile ability from the celestial template cause the creature to take a penalty to attack if it has a negative cha mod?

Edit: oddly enough, we do not have flanking anymore. Huh.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Smite auto bypasses all DR

Quote:


Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.


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|

That's true for a normal paladin's smite. Hmm...it looks like it's probably true here as well, since I'm treating the parenthetical that tells you what smite does as reminder text.

I think GM Choon will have to give some opinion on this matter.


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: -

@Map: It is a 10" scale isn't it? And: is the skeleton large, or just like everyone else scaled so it is visible at all? If he's large, I guess Marco and I are STILL flanking the thing - at least if I take another 5ft to the north such that I am actually at the wall...
Otherwise there is no way we can flank it anymore and I certainly will break contact and start to cast ... something. This is another point of interest wether it is large or not. If he's large, my 5ft step will not get me out of AoO range, and I have trouble casting defensively high-level spells.


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|

He's not large, he's the little red square. The big brown blob is the boar.

Also, GM Choon, are we going with rounding down on hit points or recalculate every level and half a hit point doesn't do anything till it meets another half?


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: -

Yeah I have reduced Simons icon to emphasize smallness. I take only 1/4 of a square after all!


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: -

I am a bit out of options other than summon I guess.
- Can't reach Cain to deliver a heal-touch.
- I only have a 50-50 chance to cast defensively (Cure light) then have to deliver a touch attack and then the bbg has a will save to halve damage. Doesn't seem all to likely.
- Can't flank so can't sneak attack ... so damage would be laughable
- Guess it's a step back to prevent AoO when casting, then summon. Something. Ah I guess I know what is coming. Anyone have Arachnophobia...?


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: -

Just looked a bit at my build again.
Boy do I want to get to next level :-))
The amount of pain-increase Simon can dish out is intense.
My standard dmg output will go from
d4+1+d6
to:
d4+7+3d6
This is easily a power-up by 300% ^^
I really consider getting me a wand of reduce person.
The step from d4 to d3 isn't that high, the +2 Dex means 1 more static damage and those modifiers to AC and stealth are highly appreciated...

What the heck is happening?:

Three things:
- UC Rogues Finesse training is kicking in, let me apply Dex-to-dmg
--> That's a constant +5 (usually +6 due to AF) dmg boost using the main hand and +2/+3 using off-hand attacks
- UC Rogue lvl 3 means one more sneak attack die
- Hunter gives another Teamwork feat, choosing Precise Strike adding another (stacking) d6 precision damage die
Voila!


The Man. The Myth. The Mask!

The skelly is medium

HP are rounded down. Any .5's are lost until retrained. I wouldn't want you vic...PEOPLE... to get too comfortable. ;)

I have always treated the celestial smite as identical to a palladin's. You only add your cha if it is, in fact, a bonus. So the boar doesn't take a -1 because of its cha.


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: -

Damn it.
There goes the Cat.
First takes me down to 3hp.
The next, down to -10.
Rappan Attuk has found his first victim.
A small, good cat, trying his best to save nature.
Was he too naive?
Too good?

Damn you Choon, that has to be the closest death ever.
Hit exactly my AC.
Doesn't drop me unconscious with the first strike by 3 points.
The follow up bringing me to exactly -10.

Also, you now have to deal with my questions regarding my backup new character.


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

my condolences simon.

...
...
...

damn it, now I'm stuck with a useless outflank


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:

Damn it.

There goes the Cat.
First takes me down to 3hp.
The next, down to -10.
Rappan Attuk has found his first victim.
A small, good cat, trying his best to save nature.
Was he too naive?
Too good?

Damn you Choon, that has to be the closest death ever.
Hit exactly my AC.
Doesn't drop me unconscious with the first strike by 3 points.
The follow up bringing me to exactly -10.

Also, you now have to deal with my questions regarding my backup new character.

I'm not saying there's a great chance, but your Con is 14, and your not dead til -14.

I'm kinda surprised that Cain took tye moment to buff. I feel like we were very close and that you hadn't lost much. But I don't know Cain's character and Power Point setup, maybe it was needed.

Maglin is there any chance the boar could be directed to reposition Simons limp body out the door?


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

it will pay for itself if Cain gets hit at least twice

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