DM Frogfoot's Homebrew Adventure - the Wastes of Belkzen (Inactive)

Game Master Dalton the Thirsty

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A question to Master Cogsworth,

Your character is one of making items, yes?

If one were to present said character with an idea fro something, would they be willing to make it?

Just some preamble perusing.

Much cheers to all.


RETIRED

More than willing. If I like the idea or the person enough, I might just charge for material costs. ;)


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

(^_^)


Male Gnome Rogue 4

I've noticed that across ALL games, my characters are always in the exact wrong spot to be effective.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Hugz Jaxx (^_^)

Not ta' worries! Ye'll be smackin' tha' bad folks easy 'nuf! I gots trust in ye! (^_^)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Note-

You have to be holding a musical instrument to cast sound burst.

School evocation [sonic]; Level bard 2, cleric/oracle 2

CASTING
Casting Time 1 standard action
Components V, S, F/DF (a musical instrument)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor
icehawk333 wrote:

Note-

You have to be holding a musical instrument to cast sound burst.

School evocation [sonic]; Level bard 2, cleric/oracle 2

CASTING
Casting Time 1 standard action
Components V, S, F/DF (a musical instrument)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

Can we assume that Caln would know that and would have a tiny whistle?


Human Magus Hp35/35 . AC19 tch12 ff17 . Fort+6 Ref+3 Will+4 . Init+2 Perc+0

or always has castanets in hand.


Caln wrote:
Can we assume that Caln would know that and would have a tiny whistle?

Yes, though I prefer Armelio's castanets idea.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Diplomatic Protection (Su): At 3rd level, the dragon herald can use bardic performance to wrap a single ally in the colors and scales of her patron. The dragon herald must be able to see her ally, and that ally must be able to perceive her performance. While the herald performs, the target gains resistance equal to twice the dragon herald's level to the energy type associated with the dragon herald's patron, and an enhancement bonus to natural armor equal to 1/2 the dragon herald's level.


Human Magus Hp35/35 . AC19 tch12 ff17 . Fort+6 Ref+3 Will+4 . Init+2 Perc+0

His sound burst would be Fort DC 16


icehawk333 wrote:

Diplomatic Protection (Su): At 3rd level, the dragon herald can use bardic performance to wrap a single ally in the colors and scales of her patron. The dragon herald must be able to see her ally, and that ally must be able to perceive her performance. While the herald performs, the target gains resistance equal to twice the dragon herald's level to the energy type associated with the dragon herald's patron, and an enhancement bonus to natural armor equal to 1/2 the dragon herald's level.

Acknowledged. Arwen, it would help me out if you kept track of this with me, please. I always forget buffs mid-combat.


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

i include all buff in my ongoing effect spoiler in my character sheet...


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

When stunned, you drop everything in hand, including those cocktails.


Indeed they do drop them. However, per RAW, the bombs aren't active until the standard action in which they're thrown - so don't expect them to set themselves on fire, as funny as that would be. :)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I know, glass doesn't break form a 2 foot fall... Unless it's a iPad.


These glasses are actually recycled Nokia phones, so they don't break even when you throw them. Bad for bombs. :P

FYI also everyone - the sweet Google Drawing I'm using for battlemaps updates and saves in real-time, so the battlemap should always be up-to-date to the most recent recap post.


Female Kobold 4 dragon herald (bard)

I moved forward to e9 on my turn before the bombers moved...


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Oozula the gold kobold wrote:
I moved forward to e9 on my turn before the bombers moved...

Ignore this. It doesn't matter.


RETIRED

Can someone notify me when it's my turn again? All this is a little discombobulating...


Just post as if you're the top of the initiative order, taking others' actions into account if they beat you on the initiative order and have posted before you.

Worst case scenario, I offer you the chance to modify your actions when it IS your turn, like I did with Caln.


Male Gnome Rogue 4

Sorry folks, stunned is of paramount importance to Jaxx as a rogue, means an extra 2d6 damage.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Woot! Jaxx be goin' ta 'Stabby town'! (^_^)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

It's still burning, Arthur. They threw more fire at it last turn.


"Thanks for your help, we'll take it from here! Now go kill them varmints!"
Means that I get to leave and go kill things.

Is the spell I'm using, BTW.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Yeah, I read that as a "No more need to worry about the fire..." as well...

Not that the dice roller is helping any, :P


Cool! Arthur, I like the direction you're taking with your spellcasting, it's neat. Re-fluffing spells to come out of sciency guns, kind of like Suny's jury-rigged Lightning in a Bottle gun. I got a creative group of PCs ^_^

Round 2 recap to be posted tonight! Bit of a busy day at work :)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
.Suny. wrote:

Yeah, I read that as a "No more need to worry about the fire..." as well...

Not that the dice roller is helping any, :P

Didn't see it.


RETIRED

Thanks. ^_^
I just love the term "science-gun." XD
My damage weapons are gun looking. This one looks kinda like what a red super soaker would look like, if it was an actual sciencey thing. XD


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Tar bombs don't have splash damage.


Ah, my mistake. Should've checked. No damage then!


Male Gnome Rogue 4

If you later placed another roll before it...

Example

Roll 2 attacks, then place the crit conf between them.

Confirm takes second roll.
Second attack gets new roll...

The dice results are used in the order they were rolled, regardless of what we call it.

Not sure if that helped.


Ooooh...I should keep that in mind, thanks. That's kind of unfortunate.


Caln's right, you're just unconscious and disabled. His healing will bring you back from the brink. :)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Hay, um...

How do the goblins have a +4 to bomb damage?

The only class i know of that adds to splash weapon damage is alchemist, and they add int....

So unless all of those goblins have an 18 int, witch seems odd...

Just asking.


It does seem odd, doesn't it?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Yep.
Just wondering if you were using a different class or something. Apparently not.

^_^


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

our dm does some custom job on our greenskins ;)


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor
DM Frogfoot wrote:
It does seem odd, doesn't it?

No odder than giant mutated Orc monsters that can come back to life ;)


Yes...quite odd...hmmm...


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

technically they don't come back to lif its just like reefclaws they get one more attack at death :)


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor
Arwen McLyntier wrote:
technically they don't come back to lif its just like reefclaws they get one more attack at death :)

My guess is that they have some kind of cybernetic implant system that can keep them fighting...


Male Gnome Rogue 4

How does rogue evasion interact with bombs/splash?


I was under the impression that if a splash weapon missed, it simply did minimum damage to all squares adjacent to it. However, I'd be willing to houserule evasion reducing the damage by half and improved evasion removing it entirely, as that seems logical to me.


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.

----

Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

----

So by rules yes on evasion to save on splash damage. its the primary direct hit from the bomb that doesn't allow a reflex save

----
So here in this case Jaxx can attempt a reflex save for the one bomb that missed him and if he makes his reflex save he takes no damage from the splash


I feel silly. It's obvious to me now in retrospect that I should've given Jaxx a Reflex save on the splash damage.


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

No worries Froggy you can't remember everything :) that is why you ask around... :)


Female Kobold 4 dragon herald (bard)

Bounus to ac lasts 2 rounds after i stop.


Female Kobold 4 dragon herald (bard)

Uh, oozula already took an action.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

You need to make a umd check to avoid breaking your invention now, as this is the 3rd time you've used it today.

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