Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Lucrezia Villanova wrote:
I think it doesn't count as whoring ourselves out if we are keeping it within the group. I think it of more as a show of group solidarity. :)

The group that sleeps together, stays together!


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

That looks like a very accurate representation of her. :)


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
Andrea1 wrote:
Ah yes, our dear Delour

HAHAHAHA, nicely done. A startling likeness, to say the least.


Evil GM
Lucrezia Villanova wrote:
Perhaps something like

That works.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

That reminds me, you just forgot about your protegee, Calseinica during the party. Poor girl was left all alone to be molested by all the other drunk nobles.


Evil GM
Andrea1 wrote:
As John would say 'It wouldn't be a session if the group hadn't whored themselves out.' ;)

Duncan would mutter..."Aye girls ain't got now self respect."


Evil GM

A warning...I have party I'm about to go off to probably not back till 10'ish.


Evil GM

let me work on the map a bit now.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Get ready to rumble Faelyn. Just tell me what you need.


Evil GM

ok for Truk...I roll the initiatives for everyone. I'll post the order. Look over a prior battle to see how I run it.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Ok, just what will be our plan for the summons and what we cast on them/Faelyn? We should spread things out a little and not eggs in the basket for the first one.

Also brings up a good question; are there breaks? How long are rounds supposed to be? Just wondering if certain delaying tactics are used such as playing keep-away in order to time out summons.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

The rules mentions delay-tactics earning the the ire of the crowd.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

I should have plenty of summon spells. I don't know about the rest. I guess we will have to play it by ear.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

I have 3 summon monster III spells plus your recharges and multiple summon monster II spells.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
baldwin the merciful wrote:
ok for Truk...I roll the initiatives for everyone. I'll post the order. Look over a prior battle to see how I run it.

Sounds good.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Perhaps we should start small and work our way up


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Up to you guys. I would rather come out with a fury and end it quick. I think we can sweep the first round!


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

It's not really possible to end it quickly.

Even if we buff your first summons to hell and flatten his in one round, you'll still have to slog your way through the rest of them, except now we've blown our wad and he just has to wait out the summons bearing our best buffs.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Truk'tosh wrote:

It's not really possible to end it quickly.

Even if we buff your first summons to hell and flatten his in one round, you'll still have to slog your way through the rest of them, except now we've blown our wad and he just has to wait out the summons bearing our best buffs.

I read it differently. If someone's summons are completely killed, game over. It only goes to another round if both summons are alive when one duration runs out.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Ah, if that's the case then go for it - that's a solid strategy. I guess you can wait for Baldwin to clarify things.

I read it as being a test of endurance for the summoner.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

I read it the same way that Faelyn did. It only goes on to multiple rounds if there isn't a kill and a round ends in a draw.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Okay, balls-to-the-wall offense it is!


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Good offense idea. After all, this group is all about balls.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

And we outnumber Thrax in balls.

We can't lose!


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Definitely will wait for Baldwin to decide. A test of endurance would be boring as hell to watch. This is the Devildrome for goodness sake!


Evil GM
Faelyn Sindrel wrote:
Truk'tosh wrote:

It's not really possible to end it quickly.

Even if we buff your first summons to hell and flatten his in one round, you'll still have to slog your way through the rest of them, except now we've blown our wad and he just has to wait out the summons bearing our best buffs.

I read it differently. If someone's summons are completely killed, game over. It only goes to another round if both summons are alive when one duration runs out.

I read it the same way. If I summon a creature and you summon two creatures with one spell, and you kill me. you win. I if kill your 2 creatures, I win.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Well a one-shot fight would be even worse.

I imagine the audience wouldn't be too pleased to pay 25g to see one round (six seconds) of action.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Truk'tosh wrote:

Well a one-shot fight would be even worse.

I imagine the audience wouldn't be too pleased to pay 25g to see one round (six seconds) of action.

There were prelims like UFC before this finale.


Evil GM

contest Rules Again

Here are the rues again.

the crowd wants blood and to have their summoner win.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Well several 6 second fights isn't much better.

This is just reinforcing Truk's belief that this whole thing is silly and that Thrax needs to get some real fighters out there.

Ladies, back me up here. I can't imagine six seconds as being terribly satifying.


Elven Dancer (Disguise of .Shadow. Perception DC 18)

*Raises eyebrow*

Are you kind of questioning the normal sounding performance figures...or what?

(^_~)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

*Snerk*

Well if it is The Flash then six seconds is more than enough.

Andrea will ding Faelyn with her Channel the Gift to top him up then.

Edit: Wait ,I think a Resist Fire might be better since the crowd is chanting devils.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Andrea1 wrote:

*Snerk*

Well if it is The Flash then six seconds is more than enough.

Okay.

Barring superpowers that involve vibrating one's molecules at superhuman speed...


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

So is it possible to keep throwing out monsters in one big hairball so that things still end when the summoner is out of magic?


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Andrea1 wrote:
So is it possible to keep throwing out monsters in one big hairball so that things still end when the summoner is out of magic?

No just one summon at a time I think.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

You should have stuck to the plan. This doesn't look good.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Truk'tosh wrote:
You should have stuck to the plan. This doesn't look good.

What plan?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Letting us buff your summon.

Flying it away basically turned this from a 4v2 battle into a 1v2.

What are you going to do if he hits his summon with Fly?


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Truk'tosh wrote:

Letting us buff your summon.

Flying it away basically turned this from a 4v2 battle into a 1v2.

What are you going to do if he hits his summon with Fly?

Ill bring him back to get touch buffs when he brings his back to touch for fly spell...I will run like hell until his summon ends...he was summoning monster 4 versus my 3. There was not much I could do. If his had a pounce on a charge the fight may have been over in one round.


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Remember, feel free to use Shadow as a magic item. (^_~)

She can cast some Cleric spells....


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Wait..since it is Fiendish it goes through DR/Evil right? So it popped our Archon


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Andrea1 wrote:
Wait..since it is Fiendish it goes through DR/Evil right? So it popped our Archon

He didn't say fiendish and being evil doesn't mean his attack is considered evil does it?


Evil GM

Summoning:

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:

Summoning:

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

So it is over?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Andrea1 wrote:
Wait..since it is Fiendish it goes through DR/Evil right? So it popped our Archon

Strangely enough, no. It does not work like that.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Truk'tosh wrote:
Andrea1 wrote:
Wait..since it is Fiendish it goes through DR/Evil right? So it popped our Archon
Strangely enough, no. It does not work like that.

I didn't think so.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Please correct me if I am wrong.

Fiendish template means you can use Smite Good

There are infernal/abyssal creatures that can use attacks that count as evil aligned for the purposes of bypassing damage reduction.

So While it is Fiendish, it can smite good but not bypass?


Evil GM
Faelyn Sindrel wrote:
Truk'tosh wrote:
Andrea1 wrote:
Wait..since it is Fiendish it goes through DR/Evil right? So it popped our Archon
Strangely enough, no. It does not work like that.
I didn't think so.

cite the rule, so I can look at. I think the creature takes on the fiendish template (and casters alignment) and that bypasses the DR. I'm happy to look at rule.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Damage-Reduction-Ex-or-Su-

Read that. Then read the fiendish template. Fiendish doesn't add the subtype.


Evil GM
Truk'tosh wrote:

http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Damage-Reduction-Ex-or-Su-

Read that. Then read the fiendish template. Fiendish doesn't add the subtype.

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