All's Well that Ends in a Well

Game Master Choon


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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 strongly suggest that we attempt to set things on fire first. I am nearly positive this wont work. I've been brushing up on a Skull and Shackles campaign and the difference between setting fire to an empty troll mound vs an attended to troll mound is huge, even without a caster inside. I'd be kicking myself if we didn't try setting it on fire before going in, but if it's not going to work lets find out now so that we're not wasting time figuring that out on our actual assault and can spend that turn being more productive.

I do like the idea of setting trolls on fire though, and hopefully force whatever the caster is to use up at least a few spell slots.


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
Maglin Uosta wrote:

Battle plans draft 1.

Dalkk has specified some extracts. This leaves us with four of my own extracts.

I am thinking long arm for Emily, enlarge person for Dalkk (but not to be used unless necessary), shield for Dalkk, and possibly shield for Cain. Does Cain want an extract of shield?

I will prepare as first level spells protection from evil x2, obscuring mist, grease x2, and mage armor. I will prepare as second level spells web x2, glitterdust, and invisibility. I will prepare as third level spells haste and Summon Monster III x3.

Vuzi and Simon don't prepare spells.

Sound good?

Part 1, no matter what

I drink my cognitogen.

I cast mage armor.

Dalkk drinks his mutagen.

Simon casts barkskin and shield companion on Emily.

Dalkk drinks alchemical allocation.

Dalkk drinks heroism and spits it back out.

We quietly and stealthily assemble 250-300 ft away from the den.

Dalkk begins shooting incindiary bolts at any visibile trolls.

Part 2, if they attack

We get two rounds before they reach us.

Round 1

Simon drinks shield.

Can Emily drink an extract of shield? Do we need to put it in a special vessel for her? GM Choon?

Cain drinks Long arm.

Dalkk is shooting.

Maglin readies an action to cast web when they get 150' away. This should delay them by a round and some of them by more than a round.

Vance is a squire.

Vuzi drinks Eagle's Splendour.

Round 2

Maglin casts haste.

Vance is a squire.

Dalkk is shooting.

Simon drinks one of the following: long arm, reduce person, invisibility.

Emily drinks long arm.

Vuzi casts a spell, not sure what. Bless? Boneshaker?

Cain makes his weapon on fire.

Round 3

We figure stuff out.

If, instead, they do not attack, then we have to set their building on fire. The possibility of them not attacking is why we aren't drinking extracts with...

I will also buff myself with metaphysical weapon to grant myself the flaming enchantment and the biofeedback power to increase my DR

Shield would not increase my AC but would allow me to 2h which would increase my damage output a bit


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

Cain I don't think weve gotten an answer yet on it, do you want an enlarge person as well? It'd increase your weapon size


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |
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:8/30 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|

Sounds like we go in with oil and invisibility then. How much oil do we have?

I think we're about ready to go, yes? We all know what spells and suchlike to prep, that is.


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

Vuzi is ready. She will cast Bless.


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 will pass on enlarge person if I can get a long arm


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

You can get both if you wanted lol. But yeah, long arm for sure


The Man. The Myth. The Mask!

Ok. Today turned into madness pretty quick. I'll have the initial rounds up as soon as I can. Probably this evening.


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 played, Choon.
Those trolls are WAY too intelligent for my liking...
I'd propose a counter-charge towards the left, trying to NOT get swamped in trolls for as long as possible, while reducing their numbers on a 1/round basis or something, let Magsi and Vuzi try to keep some of them back with control spells and hindrances like web and stuff.

Edit:

Buff computation:

Bless:
.. +1 Atk, fear-based saves
Animal Focus: Tiger
.. +2 Dex (+1Atk, +1 AC)
Shield
.. +4 AC (deflect)
Barkskin
.. +2 AC (natural)
Longarm
.. +5ft reach
Reduce Person:
.. Damage die: D4->d3
.. Dex +2 (AC +1, Atk +1), AC +1
Haste:
.. Extra full round strike
.. +1 AC (dodge), +1 Atk
.. +30ft base movement

Total:
AC +10 =29
Atk. +4

Emily:
AF: Tiger
.. +2 Dex (+1AC, +1Atk)
Shield Companion:
.. +1 AC & saves
Bless:
.. +1 Atk & saves vs fear
Haste:
.. +1 full-round attack
.. +1 Atk, +1 dodge AC
Long-Arm:
.. +5ft Reach
Barkskin:
.. +2 Nat AC

Total:
+5AC
+3 Atk
+1 Saves (+1 vs fear)
+ Reach


@Maglin: Did I get one protect from evil?


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

Counter proposal. We charge the bottom right troll and keep to the south of him, working our way up. This will put us against them in a less surrounded formation. Simon and Cain should go first, Casters stay between Dalkk and Front line until the path is made and the can safely hang to the south


The Man. The Myth. The Mask!

You know for a fact that you're not seeing all the trolls that there are. At least one, the caster, is missing and you think you hear a few more you cannot see yet.


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 I added gridlines and moves the party half a square to the right to conform to them. Hope this is Kosher. I did not move enemies in case you had specific plans. Grid size based on emily's square


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, I got out all my fingers and toes and was like... we know 10+Caster exist... I see 9... carry the two... fudge


The Man. The Myth. The Mask!

Cool. Thanks. I didn't have the time to do that myself.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |
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:8/30 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|

Engage to the north.

Engage to the south.

I like the north much better myself. As long as Vuzi follows me and Simon and Emily charge north, we'll be okay.


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 still like South. The web could even give us further buffer in that example if we can get behind it. Going north feels less protected. If the group prefers that path though then please redirect Dalkk's shots as appropriate GM choon


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'm having some difficulty posting for some reason with the site


The Man. The Myth. The Mask!

It's being wonky today for me 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

It won't let me preview or edit my posts


The Man. The Myth. The Mask!

I can edit, but not preview.


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

Next time we level up, I'll be letting someone else take the shield spell buff because I'll be selecting a blade talent that lets me apply my full blade enchantment to my shield which means it'll be a nerf to my AC to take the shield power and go 2h


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |
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:8/30 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|

Psionic rules are weird.


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

Uh not really?
I mean it'd be like if you were in a normal party and you offered to cast shield on the guy with a +1 tower shield
It's just that with my archetype, that shield is a class feature


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |
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:8/30 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|

Sure, but they're weird because I have no idea how you're doing any of the things you're doing.


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

Does this mean forums are working again?

Psionics are weird. My impression was that in 3.5 they wanted something all new all different. The biggest change was that spell slots became PP, basicly mana pool (something I convert casters to in the games I run anyway). They had really cool really far our abilities that if you let match up with magic on the same level would be uber broken. Pathfinder made it more balanced, but I think basically kept it because 3.5 had it. Now there's a lot more 1 to 1 cross over on spells.

The class skills really seem to shine. Its a shame that they don't use a more similar system between the two. I'm still learning a lot so I probably got this all wrong, but from what I understand his Soulknife/Aegis would be best replicated on the Arcane side with a Magus/Sythesist. Still not right though because there is no offensive spells. Specs off different stats too.

Still I wish they just had more crossover, like the sorcerer psychic bloodline.


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

You'd be better off with kinetist/shifter if you wanted my character while taking no psionics


The Man. The Myth. The Mask!

Hey! The site's back! Time to get to work.


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

Spend 15 minutes on a post and Paizo eats it... Will be resubmitting later


The Man. The Myth. The Mask!

Someone in another game just complained of the same things. You are not alone.


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: -

Cannot recommend external editors enough.
Best: use some cloud-connected notebook, like OneNote or Everest.
Easy to keep track of your own stuff, you can edit it offline and it is easy to copy&paste it over.
If it gots eaten by the site, nothing bad happened.
Even the rolls will remain the same (unless the site totally crashed).


The Man. The Myth. The Mask!

If you're in Firefox there is an extension called Lazerus that preforms much the same function, but composing offline is always the safest, I agree.


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: -

Choon: We don't have write access to the map anymore.
I think we had before ...?


The Man. The Myth. The Mask!

You should have. Let me check it.


The Man. The Myth. The Mask!

I updated the link. Can you edit now?


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: -

Yes. 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

Normally I copy before I post, I even said to myself to do it this time because it particularly suffers when editing posts. But nope. Maybe I should keep it in evernote til posting.


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

As a side note, if 27 isn't enough to hit his touch ac I would recommend a hasty retreat


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |
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:8/30 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|

Copy paste recently stopped working for my computer, it's super irritating.

Also, while I have a passable AC for those AoOs, I only have 17 hp. Which means I'm probably something like 10% to just get knocked out. Let's see here, 40% to get hit, so .16 to get hit twice, and some amount of that time they don't do enough damage. I do get shaken if the first attack hits, which lowers my AC. I think 10% is probably about right.

So what I'm saying is, a heal from Vuzi would be a pretty solid use of an action right now. Not sure what else you'd be doing, so I don't know if it's right or not, but I think it'd be solid.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |
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:8/30 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|

Looks like we might end up slaying these guys over the course of another few rounds and then need to find the priest. We're well buffed right now, and could hopefully splat it into the ground if we found it right away, but if it avoids us and comes back in a few hours we could run into trouble. I suppose if I arcane bond out a haste we're probably in reasonable shape, though Dalkk's lack of a mutagen could be problematic.

Anyhow, those paralyzes were nice and it looks like we'll be okay as long as me and Vuzi don't go down.


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

Re: positioning

Yeah, I didn't get to the post in time but Dalkk hadn't moved yet. After Maglin said to do so I'm sure Dalkk would of 5 ft stepped out of there.

Gm Choon, it looks like you marked damage the same on all 3 trolls, the bomb was centered on that corner though and should of done more damage to him?

Also... Holy crud... I didn't realize I was being subjected to 12 attacks... Like I get it now but I'm not sure Dalkk knew how risky that was


The Man. The Myth. The Mask!

Thanks for the clarification, Dalkk, I'll edit the damage.


The Man. The Myth. The Mask!

The square into where Dalkk stepped is still threatened by three of the trolls. :)

Map updated.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |
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:8/30 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|

Dalkk isn't really taking much damage right now. Neither are Simon and Cain, and Emily is mostly okay, I think.


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

Dalkk mostly due to luck


The Man. The Myth. The Mask!

And a big ol' stack of buffs.


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

Yes, I'm pretty sure that the direction I'm going is actually going to trigger a 4th trolls worth of attacks on me haha


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
Marco Theseus Cain wrote:
Dalkk mostly due to luck

I'm pretty sure they need to crit to hit me. Of course 12 rolls is worse then 50/50 odds of that happening. So long as they only crit once or twice in the time it takes everyone else to kill them I should (does anyone else see that man with the scythe?) be ok


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 6/7 | Arcane Bond 1/1 | Shift 6/8 | Cognatogen 0/1 |
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:8/30 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|

Basically, Cain, Simon, and Dalkk can engage the trolls at an extremely profitable rate, but they deal with them slowly. Now that we have a positional advantage and they can't really attack me or Vuzi, we should be in good shape.

It's also 1/400 that they roll two twenties in a row, I think that's what it takes to crit Dalkk.

Fifteen minute day and all that.


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 crit confirm. As I understand it, if they crit but don't confirm its still a hit and they get past my AC

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