[AP] Curse of the Crimson Throne by GMs Rutseg, Zek and Snowheart (Inactive)

Game Master Balacertar

COMPLETED

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Iron Gods: Iron maps;
Ilsa Dreambind wrote:
Yeah, Dicebot just ate us alive. A +18 Will save doesn't do much on a natural 1. /yikes

I would prefer if we keep posts that are mainly comments, discussion or other kind of blue out of character text in Discussion, thanks all! :)

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

My bad! And will do!


Iron Gods: Iron maps;

I just like Gameplay to read as close to a book or journal as possible :)

Ilsa Dreambind wrote:
You have me marked as Bold, which I'm guessing is an error. I've got two rounds stunned, so I guess this is round 1.

It is still your turn, you just happen to be stunned. Sometimes you might have some ability that can still be used under certain bad circumstances like this.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Sounds like a great plan on the Gameplay thread.

I'm not sure what I could do without being able to take actions--spells and such require an action, but I'd be curious to know which abilities could be used in situations like this.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Hey GM, you have "Confused r3" beside my name... but you said in your earlier post that I would be confused for 1d2 rounds if I failed. Totally okay if you want to roll it instead, but I already rolled the max for the condition as stated, so am not sure why you have "3" listed there. Feel like I am missing something, but not sure what.


Iron Gods: Iron maps;

That's a convention on mine, it does not mean 3 rounds stunned but that the stunned condition ends when you start your 3rd round. I took your d2 roll Zamanda.

I find it is easier that way of keeping track of round effects, because you do not have to update every round the number of rounds remaining, and you can quickly check if certain effect in the tracker is still valid without having to go back and check when it started and what was its duration.

Generally I do not do it, but if I mark something like lasting for 3 rounds I would mark it as 3r. Instead r3 means the effect is active until round 3.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Ah, makes sense. Cool, thanks for explaining. Sorry, just was confused.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Wow, Malen too. Those rolls, man... crazy. Glad one person is still functional.


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ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Yeah, wow. Now all it needs is for the sparkle bug to use its ability again and get Bashiel as well.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Looks like I’m going to die before acting. Yikes.

Glad I had mirror image up or I’d be gone for sure.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

These enemies need to calm the heck down. There's so many of them.

BTW, I love the mini Ilsa sharing her square.

Dark Archive

1 person marked this as a favorite.
Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Kalem and Bashiel:

This may be a good fight to remind you that I've had tricks implanted in your minds you can each use. I can't remember which one you each selected (it seems you like different ones).

*Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.
*False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.
*Mask Misery: The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.
*Meek Facade: The subject magically seems like a weak target, goading an enemy into attacking her. The mesmerist can trigger this trick when the subject misses a creature with an attack (even if it’s part of a full attack in which she hits that creature with another attack). The enemy must attack no one other than the subject, and the subject gains a +2 dodge bonus to AC against the triggering enemy’s attacks. Both of these effects last for 1 round. The bonus to AC increases by 1 for every 5 levels the mesmerist possesses. This is a mind-affecting compulsion effect.
*Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.
*Spectral Smoke: A cloud of smoke pops up around the subject, foiling attacks. The mesmerist can trigger this trick when the subject is targeted by an attack or by a spell that requires an attack roll. A smoke cloud appears in the subject’s square and in a 10-foot radius around it. This cloud lasts for 1 round per mesmerist level. The cloud functions as fog cloud, but is an illusion (figment) effect that can’t be dispersed by wind and can be used underwater. A creature that interacts with the cloud can attempt a saving throw to disbelieve the effect. The radius of the cloud increases by 5 feet for every 5 caster levels the mesmerist possesses, to a maximum of 30 feet at 20th level.
Spell Anticipation: The mesmerist can choose a spell to strike back at enemy spellcasters. When the mesmerist implants this trick, he must expend one spell slot to couple a spell he knows of that level with the trick. That spell must have a casting time of 1 standard action or less and be able to target one creature (spells like dominate person that have more restrictive targeting can be used, but have no effect if triggered against creatures that don’t match). He can trigger this trick when the subject is targeted by an enemy’s spell. The mesmerist’s spell then triggers, affecting only the enemy spellcaster. This takes effect only if the enemy spellcaster is within range of the spell (as measured from the subject of the trick), and functions as though the mesmerist were in the subject’s square. The enemy’s spell still has its full effect, even if the mesmerist’s spell would normally protect against it or make the caster unable to cast it.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

@GM, it's been my practice to implant False Flanker in myself each combat I use it. So for this combat, I'd imagine that's the one I have.

However, going forward, I'd like to have my default trick implanted in myself be Spell Anticipation, with Phantasmal Killer as the spell. I'll let you know if I pick a different one for a particular fight, but if we could assume that's the default so I don't have to always remember, that would be great.


Iron Gods: Iron maps;

I am fine, just let me know which one you chose Bashiel. Kalem just used his.

From the ability wording it seems it is the mesmerist who triggers the trick, but I am fine to assume communication requesting when shall certain trick be triggered just to work, in order to ease up PbP posting. If the implanted creature cannot communicate (silenced, paralyzed, etc) it will be on Ilsa's to decide if a trick needs to be triggered.

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Sounds good. Thanks.

Also, this combat is INTENSE! I think it's been really well-designed and run. But, I hope we don't TPK!


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Always mesmeric mirror for Bashiel. I've been trying to specify a trigger for mesmeric mirror beforehand (otherwise it'd be too complicated with triggering it after Bashiel is attacked but before he knows the outcome. Since we're mid combat right now, I'll accept the mesmeric mirror and specify a new trigger after this fight.

Also, to answer your earlier Q in gameplay Rutseg: Yep, I missed making the second iterative -10 rather than -5. The missing +1 attack, +2 damage is coming from Bashiel's Channel Spirit feat, by channeling a champion spirit. GM Zek agreed to allow the feat to represent Bashiel channeling one of his ancestors rather than requiring him to find a location for the seance, and also agreed to not require Bashiel to be controlled by the GM for 12 hours. In exchange for this flexibility, Zek nerfed the feat to grant only a +1 to non-spell dmg from the seance boon. Between the spirit bonus and the seance boon, this feat adds +1 attack and +2 damage.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Yeah, something like "first time attacked" in any given combat would probably work well.

I'm sorely tempted to make that my protection, too, but often have mirror image up already.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Malen, I know you've been out of the combat for several rounds, but you're up! Save our rears!


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

I think we're still on the 4th round, aren't we? He doesn't get to act till round 5. Am I counting wrong?

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Oh, maybe I'm missing that though he's up, he can't act yet.


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Iron Gods: Iron maps;
Ilsa Dreambind wrote:

Sounds good. Thanks.

Also, this combat is INTENSE! I think it's been really well-designed and run. But, I hope we don't TPK!

I am happy you are appreciating it, because it takes a lot of work ~1 hour or more per post on these massive combats :)

There are not many places in the AP where you manage to fight so many creatures with such varied array of capabilities. In fact I think this was the only combat we had to retreat when I played. We lost our rogue here, who ended captured by the mantis guild.

We played this AP with only Corerulebook+APG allowed, thus, you should be able to survive this one with ease, unless there is a lot of bad luck rolling involved.

As a note, you can fight all this creatures individually if you arrive by surprise, but I think it is rather difficult unless you manage to dimension door into the middle of the cave before the goblin or the mantis guard can raise the alarm.


Iron Gods: Iron maps;
Bashiel Eland wrote:

Always mesmeric mirror for Bashiel. I've been trying to specify a trigger for mesmeric mirror beforehand (otherwise it'd be too complicated with triggering it after Bashiel is attacked but before he knows the outcome. Since we're mid combat right now, I'll accept the mesmeric mirror and specify a new trigger after this fight.

Also, to answer your earlier Q in gameplay Rutseg: Yep, I missed making the second iterative -10 rather than -5. The missing +1 attack, +2 damage is coming from Bashiel's Channel Spirit feat, by channeling a champion spirit. GM Zek agreed to allow the feat to represent Bashiel channeling one of his ancestors rather than requiring him to find a location for the seance, and also agreed to not require Bashiel to be controlled by the GM for 12 hours. In exchange for this flexibility, Zek nerfed the feat to grant only a +1 to non-spell dmg from the seance boon. Between the spirit bonus and the seance boon, this feat adds +1 attack and +2 damage.

I will have to look on that, because +1 to hit and +2 to damage sounds like 2 feats for the price of one, so there must be some balancing counterweights I am sure. I will have to look at it during the weekend, because now I am too tired from today's work :P

Have a good rest everyone!

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26
GM Rutseg wrote:
Ilsa Dreambind wrote:

Sounds good. Thanks.

Also, this combat is INTENSE! I think it's been really well-designed and run. But, I hope we don't TPK!

I am happy you are appreciating it, because it takes a lot of work ~1 hour or more per post on these massive combats :)

There are not many places in the AP where you manage to fight so many creatures with such varied array of capabilities. In fact I think this was the only combat we had to retreat when I played. We lost our rogue here, who ended captured by the mantis guild.

We played this AP with only Corerulebook+APG allowed, thus, you should be able to survive this one with ease, unless there is a lot of bad luck rolling involved.

As a note, you can fight all this creatures individually if you arrive by surprise, but I think it is rather difficult unless you manage to dimension door into the middle of the cave before the goblin or the mantis guard can raise the alarm.

Yeah, this seems like it could easily be a TPK if you have some bad rolls. Glad we survived the initial onslaught, which was brutal!


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Oof, looks like I'm out another round, folks. Maybe I'll be able to come to in time to patch things up post-fight. LOL


Iron Gods: Iron maps;

Sorry guys, I wrote Fort but is actually a Will save (the second time, at the bottom of the post I wrote it properly).

Fortunately, the only effect of applying your Will mods instead of your Fort ones to your rolls is Malen can actually fight the forces of evil this round! :D


Iron Gods: Iron maps;

Ilsa, I added another 1d6 to your Strength penalty roll. The distribution for half 2d6 is very different to 1d6, because on 1d6 results are evenly distributed while 2d6/2 extreme results are less likely.

2d6/2 vs 1d6 distribution

Not very relevant, but just a statistics curiosity :)


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem Str Penalty (half): 2d6 ⇒ (6, 5) = 11 rounds: 2d4 ⇒ (2, 4) = 6

-6 Strength for 6 rounds. Ouch! That pretty much just removes the greater bloodrage. Glad I made that save though, because losing 11 strength would have been really bad.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26
GM Rutseg wrote:


Ilsa, I added another 1d6 to your Strength penalty roll. The distribution for half 2d6 is very different to 1d6, because on 1d6 results are evenly distributed while 2d6/2 extreme results are less likely.

2d6/2 vs 1d6 distribution

Not very relevant, but just a statistics curiosity :)

You, of course, are correct. I hadn't really thought that through while writing my post.

BTW--you're a fantastic GM if no one has pointed that out before! Lots of skills involved in this, and you have them all!


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Thanks Malen. Full hit points definitely softens the blow of being unable to move for 8 rounds. :)


Iron Gods: Iron maps;

Thanks for the words Ilsa, I try to do my best and I enjoy it a lot when I find a group that gives back the same level of attention to the game :)

If only it took less time to GM at this level of detail and writing quality, I would love to GM more games.

@Zamanda, the daze part of blasphemy is only 1 round.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Technically, I can act, but I can't move with a 6 Strength, since I am carrying more than an associated max weight of 60 pounds. ... Hmm, well, looking it up, actually maybe I can move 5 feet as a full-round action, but even worse, this lowers my AC:

https://www.d20pfsrd.com/alignment-description/carrying-capacity/ wrote:
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).

I can't see anything that would stop me from singing or casting a spell, but casting would obviously trigger an AOO.


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Iron Gods: Iron maps;

Zamanda you do not recalculate your carrying capacity when you are affected by ability damage or penalty to your Strength score.

The only stats adjusted are:
Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.

A penalty on ability checks is not cited but I guess it is implied.

Also note the penalty in the listed stats is for each 2 points of damage, so it is not relevant if you are in an odd or even Strength score.

Ability damage and ability penalty only pose a penalty in a few stats, but does not actually modify your Strength score. Now, drain is different and it really adjusts your ability score, with all its consequences.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Okay, cool, thanks for letting me know. :)

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Kalem, I feel like you're not reading my posts. I've asked you not to kill her twice, and then you're saying you're going to send her to Pharasma without even acknowledging me.

Am I missing something?


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Uhm...she asked us to kill her. Kalem responded to that by looking to us for direction. Because it seems like she isn’t dominated anymore...sorry if I’m being dense.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

I think we're fine. He just offered to kill her, and didn't do it... so just tell him, or command her to give us her stuff or something, and he will realize what is going on.

I mean, Zamanda is all about her getting killed, because she just carved her up... but out of character, I think we're fine, and she would probably make a good slave I suppose... not touching the ethics of the whole thing. :)

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Okay—just 15 minutes before you posted I did, and you didn’t say anything to Ilsa at all when I said not to kill her. I wasn’t sure if you missed my post or something, but it seems like you didn’t see it.

Dominate Person lasts for 12 days right now. I’d like to have her help us.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Totally didn’t see it! Post by phone and had it open for awhile before posting so yours didn’t shows up. My apologies


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

@Rutseg: Hold on, why did I need to make a hover check to 5ft step while flying? I've never seen anyone rule that way. You're moving less than half your speed while 5ft stepping, so it should be DC10, right?

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26
Kalem Darkborn wrote:
Totally didn’t see it! Post by phone and had it open for awhile before posting so yours didn’t shows up. My apologies

No worries, friend! I thought something like that might be the case.


Iron Gods: Iron maps;

Sorry if that caught you by surprise.

In order to take a full round action while flying you always need to hover.

Back at D&D3.5 the ways to hover were to have the Hover feat or perfect maneuverability. With Pathfinder the maneuverability complex mechanic was simplified with the Fly ability, so now you can hover with the Hover feat or with a successful hovering Fly check whatever your maneuverability is.

Note taking a full round action does not involve moving any distance, while moving less than half speed and remain flying involves moving, hence they are mutually exclusive.

I can understand where the confusion arises from: "I am moving 5 feet" just you are not moving, you are taking a 5-feet step. A 5 feet step is a strange beast in that it is listed as a miscellaneous action, and in the action table is listed even under 'no action' at all. On many senses, the rules do not consider it as moving. It's definition says you can't take a 5-foot step in the same round that you move any distance which seems counter-intuitive, but basically, when you are taking a 5-foot step, you are not technically moving. Hence if you fly less than half your speed, you cannot take a 5-foot step in your turn. Putting it simply, to move 5 feet you need to take a move action, a 5-feet step is another thing.

What all this means is to "move less than half your speed" you need to perform movement, which requires a move action, and to take a full-round action while flying you need to hover.

It has sense if you think the less action you invest on maintaining your balance while flying, the more difficult flying becomes, so full-round actions require higher flying skill than investing a move action and using standard for casting or attacking.

I concede you the developers should have included a definition of what "Hover" means in the Fly skill description or somewhere else like the Hover feat (if you have a look at the 3.5 Hover feat this was stated clearly, but not in Pathfinder). On their defense I would say the corerulebook was written before the Bestiary, so when they wrote the Fly skill, the Hover feat from 3.5 Monster Manual they were using was clear on what hover meant and they did not know that whomever would write the Pathfinder Bestiary would remove that text that says "If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action." Editing timeline problems you can call it.

But alas, I don't think that will ever be done now they are on PF2 page :P


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

I vote yes on taking care of the bug before we move on, as long as we know how to kill it.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

I saw that loot post. I meant... is there anything up there, mundane or not? It shows there are beds up there. I specifically want to know if I can replenish my blanket supply after giving them to the naked women at the beginning of this area, or snag any type of pure-flavor souvenir.


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Iron Gods: Iron maps;

Nothing mentioned in the book beyond what I wrote in the loot spoiler.

I guess Zamanda could easily pick up some blankets from one of the beds though :)

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

We should probably take any of Cinnabar's equipment from her we want.

The boots are probably great for someone. I have spiderclimb slippers, so someone else can take them.

Also, what's the difference between Elven Chain (what I'm wearing) and Mithral chain? Any at all?


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Well, it what you have a chain shirt, or actual chain mail?

THIS Elven chain is made of mithral, but has a spell failure chance of 20%, Dex bonus limit of +4, and an armor check of -2, because it is actual chainmail made of mithral.

(Chain shirts made of mithral (what I have) are much easier to deal with as a caster, because they start out with lower penalties.)

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Well, I'm wearing +1 elven chainmail (what you linked to).

Cinnabar has +2 mithral chainmail. I guess I'm not sure what the difference is.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Ah. I'm guessing there is no difference, but I am sure the GM will know from what is in the book. :) Sorry I misunderstood what you were asking. I thought you had a chain shirt like me.


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Iron Gods: Iron maps;

Both are chainmail that is considered light armor. The advantage of the elven chain is you do not need medium armor proficiency to dress it without penalties.

Elven chain wrote:
This armor is treated, in all ways, like light armor, including when determining proficiency.

Instead, a mithral chainmail, even if it counts as a light armor still incurs in attack and all skill penalties if you do not have medium armor proficiency.

Equipment wrote:
Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving.

It is what makes it unique, even a rogue can use it without penalties. Instead other great armors like celestial armor still requires medium proficiency to avoid applying the Armor Check Penalty to your attacks and skills.

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26
GM Rutseg wrote:

Both are chainmail that is considered light armor. The advantage of the elven chain is you do not need medium armor proficiency to dress it without penalties.

Elven chain wrote:
This armor is treated, in all ways, like light armor, including when determining proficiency.

Instead, a mithral chainmail, even if it counts as a light armor still incurs in attack and all skill penalties if you do not have medium armor proficiency.

Equipment wrote:
Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving.
It is what makes it unique, even a rogue can use it without penalties. Instead other great armors like celestial armor still requires medium proficiency to avoid applying the Armor Check Penalty to your attacks and skills.

You know everything!

Okay, I guess I still need to wear my elven chainmail, since I'm only proficient in light armor.

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