| Level 20 |
hello
Reckless
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Question- are we all on the same team? or fighting as individuals? makes a difference for spell selection and tactics.
That's really up to you, make what allies you can. Just remembered, shared danger means shared/split reward. See the Campaign Info tab for more info.
| Pharnmournx |
I sure hope so, considering I built my character under the assumption that I would be able to keep my hour/level buffs in place all the time. If we can't, I'm going to have massive action economy problems :(. Also,I switched out greater darkvision and false life for regular darkvision and greater false life.
| Madeleine "Maddie" Greyheart |
"Well, that was somewhat rude. I guess I shall see about one of the other trials. The reward is too small for more than 2-3 people. Perhaps this Wyrms one. I think fighting dragons is just the thing for me. Who's game?"
I think you can still choose the same trial and go in together if you wish. Maddie went in alone so you won't have to split the reward with her... assuming she survives!
Reckless
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Darkness
Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal or low-light vision can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.
In many cases, some characters or monsters might be able to see while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness.
Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via sneak attack or a duelist's precise strike ability).
Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge.
All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.
A blinded creature loses its Dexterity modifier to AC (if positive) and takes a –2 penalty to AC.
A blinded creature takes a –4 penalty on Perception checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.
Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.
A creature blinded by darkness can make a Perception check as a free action each round in order to locate foes (DC equal to opponents' Stealth checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It's almost impossible to pinpoint the location of an unseen creature. A Perception check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature).
A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.
If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location).
A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.
Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Charge
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.
You can't take a 5-foot step in the same round as a charge.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.
Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.
Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
Given the positioning of the darkness limitation on charging in the same paragraph as the limitations on movement, and the Blind-Fight's wording allowing full speed, I will allow Blind-Fight to override the line of sight requirement as long as you are charging a specified square. Essentially, if the creature has moved while you can't see it, you'll probably not be able to charge it. (In the case of the
Reckless
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Maddie tries to recall some useful information about these creatures, specifically their type and subtype, most lethal attack and weaknesses against magic (meaning: worst save).
This is the information you asked for. Your knowledge check gave you access to those pieces of information, as it was high enough.
Apologies, I wrote that a what was about 3 or 4 in the morning and didn't express my thoughts clearly enough. I supposed they had blinsight since they came to life as soon as Maddie entered the place, even if she had cast invisibility; therefore, I also supposed that a Greater Invisibility would have made no difference.Also, what made their attacks so deadly was exactly the antimagic field, otherwise a 28 Fort check wouldn't have been a problem (edit: and a lot of those hits would have been misses). That's a gap of information that made a significant difference, imho.
Another piece of information you didn't have is their sensory information. Tremorsense let them know you entered and your position. And while the AMF makes everything more difficult, it is not in the least bit their most lethal attack. That award definitely goes to the 12 touch attacks that deal Strength damage. The ones with the 50' range.
Everyone:
Dealing with the unexpected and unknown is definitely part of the challenge of these crawls. Another aspect is going to be the environs (as Wu and Rafael are struggling with something as simple as darkness.) The more information you can gather before these crawls, the better off you'll be. But there will still be gaps in your knowledge, these are creatures shrouded in mystery and rarely encountered on the mortal planes. And these terrains are set up to give them some advantages. Be as prepared as you can and don't assume anything.
| Wu Cheng |
Then on top of it you add darkness, and if you didn't happen to pick a race with darkvision (or build one) the AM field puts that back in place.
Of course a GM can always set up a situation which can screw players. You can't beat god. I do find it annoying when a GM actually thinks they accomplished something by doing it as cheaply as possible.
Right now I am seriously wondering why I wasted the time making this character if these are typical for the shenanigans we're going to see.
| Rafael Destarrie |
AMF is a real thing at this level. In fact, if you look at my equipment, you will notice I have a ring that casts AMF 2/day. The only issue I had was that I asked to know when I left the AMF so I could complete my actions. From now on, I will state my intended actions and the GM can let me know what doesn't work (I should have done this first, my fault). It was also my fault for forgetting to take Blind Fight (a feat I always take as a fighter, just had a senior moment this time).
In this battle, if I left the AMF in my first 30' of movement, then we are good as my touch AC will be 28 (that's w/o magic) and all of the attacks missed me. I have a wand of Restoration , so I can get Wu back up. Once the sunrod is lit, those Ropers will be easily defeated.
Valgrim Ozemson
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never played any rpg at this high level so this is all new to me. my highest pfs is 12 so the mega powerful time altering magic is not attained yet.
| Rafael Destarrie |
Hero points allow you to do certain things like reroll, add a +8 to any d20 roll before you roll or add +4 after a d20 roll, and take an action as if you had a readied action. You gain 1 hero point when you level and can have a maximum of 3 saved up. You may also spend 2 hero points whenever you are killed to instead be at -1 hp and stable.
Reckless
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Some advantages?!? Anti-magic field is the easiest cheap shot you can take. You immediately turn most casters into toddlers (absent all of 2 spells which can do anything about them). Then you nerf the crap out of everyone else by rendering their equipment moot. Even more 'fun' we get to immediately recalculate every number on our character sheet because it all gets tanked.Then on top of it you add darkness, and if you didn't happen to pick a race with darkvision (or build one) the AM field puts that back "in place.
Of course a GM can always set up a situation which can screw players. You can't beat god. I do find it annoying when a GM actually thinks they accomplished something by doing it as cheaply as possible.
Right now I am seriously wondering why I wasted the time making this character if these are typical for the shenanigans we're going to see.
Cheap shot.
Screw.Cheaply.
Shenanigans.
These are hurtful words and I wish you had chosen to speak with a different, more helpful mindset.
I did not "set up a situation which can screw players". I am using creature's stat block in an effective way. The AMF comes from the creatures, not the environment.
Darkness is a pretty basic condition of dungeons. If you can't see in it, having light sources is a pretty basic concept.
If I was trying to "screw players" there's no way I would have allowed your charge, since charge says it can't be done without line of sight. You invested in feats for your build and I didn't want to invalidate that investment.
If I was trying to "screw players" I wouldn't have reduced the number of Mythic Ropers to two from four (ask Pharnmournx) as soon as I saw that four would probably be insurmountable due to the AMFs.
If you didn't enter this game with the understanding that... and I'm quoting my initial post in the recruitment thread... "This campaign will feature combat against some of the most dangerous creatures from the Mythic Monster Manual by Legendary Games, in environments designed to be challenging." then that is a reading comprehension issue, not an issue of DM malfeasance.
| Rafael Destarrie |
I think it was a frustrated reaction more than anything else. It is one reason I try not to post mad :) I think we should just move forward with the realization that we underestimated initial conditions. I made some critical errors too (not having a light on, forgetting to take Blind Fight, etc.) Lesson learned. I still enjoy the set up. Of course my character is brash anyhow, as well as extremely certain of himself so....
| Wu Cheng |
Sorry take it as venting because I was unprepared.
| Madeleine "Maddie" Greyheart |
I made some critical errors too (not having a light on, forgetting to take Blind Fight, etc.) Lesson learned.
I've learned to be as scientifically precise as possible when I state my inquiries, such as "favourite deadly attack routine/combo" instead of "deadliest attack" when making a knowledge check about a monster, so as to avoid loopholes, and to always roll a Sense Motive check to make sure the enemy has actually seen through my invisibility, although the description was "two creatures stir to life, their single red eyes fixing their gaze in your direction".
| Level 20 |
2 weeks... and now 4pm... but i have internet back... just in time for the long weekend to try and catch up to everything i missed.
Thanks for not leaving me in the dust :P
| Level 20 |
I do not know where i can fall in. any suggestions?
Reckless
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Last I knew you were wandering the streets invisibly. You would have heard that several god-champions have entered the arena by themselves or with a partner. The sky over the city shows their progress, but you can't see it. Specifics in conversations around you are likewise censored, meaning you can't find out specifically what's happening, but you heard one champion fell in the first encounter, while a paired group managed to defeat it. Also, the groups so far have chosen the same challenge, Disturbing Melody perhaps one of the others would be more suited to solo challenge....
You still can gather information on the beginner tours, etc. I would suggest seeking out Maddie, but she hasn't posted since 3/19...
| Madeleine "Maddie" Greyheart |
I hope this is not too much of an inconvenience, but I've decided to bow out of this campaign. It turns out that I'm more comfortable with a traditional campaign system than with this (although interesting and innovative, at least in my experience) kind of setting and development.
In a word, I'm afraid I'm not the right kind of player for this game.
Thank you for having selected my character and I wish you all lots of fun and rewards down the road.
@GM: please kindly remove Maddie from the list of active characters. Thank you.
| Rafael Destarrie |
Mostly, we have to be a little more conscious of actions. That is one of the problems with pbp, you tend to forget things. For instance, in that last fight, I should have been stealthing before entering room. If so, I would have done my moves, the readied an action to turn on ring when within 10' of one of them. Then on their next action before they did their attacks I would have used the immediate action on my boots to close the final distance to the 1st guy, activating my readied action. Then have Wu move in with me, spend some rounds killing it. Then have Wu try to grapple the other and bring it inrange of my ring. Oh well, hindsight is 20/20.
| Wu Cheng |
Yeah, the only option on the last bit was the ring. WIthout it we were toast. Yes, I died on an unlucky roll, but no matter what the cumulative drain would have ended me no matter what if they focused attacks. Save and suck or miss and die is rather mean.
Losing my most expensive item is going to be rather brutal. Pretty sure that is my amulet.
I do have sufficient spare cash sitting around for a greater restoration.
Also my build could have been a bit better being focused on versatility rather than pure damage (as in generic brawler instead of mutagenic mauler).