DM NomadSage's Curse of the Crimson Throne

Game Master nomadicc

Part IV: A History of Ashes


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M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

The cloud forest stands out. The zip lines through the jungle canopy was awesome as well. The volcano while staying in the eco-lodge was nice. The villages on the Pacific were all memorable. the local food, even in the little local diners was great. And the wildlife was great.


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

All the things Segang just mentioned. Go to Monteverde, go to Quepos, go to Jacó, and I dunno where scuba diving is, but I'm sure there's good stuff! Arenal is fun as well.

Don't bother with San José! It's full of crime. It has a -few- interesting museums but they can be skipped.

Totally go eat in the little sodas (cafes). They are wonderful.


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

OK. I updated my info under my alias. Somehow that slipped but should be accurate. Intimidate is +12, but that does not change any of the three contests. This guy is just better and Segang and our GM is rolling a lot better than I am.

Any way we can go a little faster? At a round a day this could last weeks. :) I am fine with you rolling for me. Segang can rage 24 rounds and with Heart of the Field he will not be fatigued at the end of the rage, which could come in handy if it lasts that long.

While raging his fort save is +15. Drops to +12 in 24 rounds.

Thinking about it, I see little reason to not go for the Tug each round from now on. A Dig just delays things at best, right? Or am I missing something? I guess later in the game it could be more important, once a fort save failure is more likely. But until Segang gets some points I see no reason to do it.

And what if one of us rolls a 1 on his Fort save? If that is an auto fail then we do both need to roll each round.


Yeah, fair enough. I too was thinking this may take a while just going back and forth. I'll play it out with the dice using your general strategy above.


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

FYI - I'll be traveling from July 4 though the 17th. I will have internet much of the time but not every day. So please bot me if I am holding up anything.


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

Hi from a WiFi spot. :p


So, the adventure actually has "Respect Points" designed into it as a mechanic. As you accomplish things, you earn them, or potentially lose them for failing or worse. I was going to just keep it behind the screen, but I know players like numbers and things. Do you want me to tell you the score and how you tally as we go? If not, I'll just keep it to myself.


Male Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 46/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,Sh Evoc x2 1, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 10/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Yes. Public score is good


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

I am torn, but in the end prefer to understand the mechanic and know how we are doing.


Female Tiefling Rogue 7 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 21 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection); AC +1 vs. traps; hp 82 (16NL) Fort +7; Ref +13; Will +2

Big nope. Too many numbers spoil the game.


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

How about just 'hints' of how we're doing?


Male Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 46/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,Sh Evoc x2 1, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 10/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

4 completely different responses!

We are awesome!


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Honestly, I have no really strong feeling on this one, so I guess that's five different responses!


Okay, I'll hide the score in a spoiler so those who want to know can check.

Of course, I'll still describe in game whether what you're doing is garnering respect or not.


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

I'm out backpacking Sun-Tues; bot me as needed!


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

I wanted to give an update that I'll be at Dragon Con this weekend and will not be able to post much if at all. And this weekend starts Wednesday for me. :) I'll be back and on a regular schedule Tuesday.


Female Tiefling Rogue 7 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 21 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection); AC +1 vs. traps; hp 82 (16NL) Fort +7; Ref +13; Will +2

Hey, all.

My apologies for my absence, I was ... let's go with "abruptly preoccupied, by various RL matters". Such as a suddenly intensified jobhunt. I'll do my best to post regularly again if you can still use Abby's services.


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

Ugh, that sucks. I hope the job hunt occurs while currently employed.

I joined this game not long after being let go from a job suddenly and am in much better straits these days--hope the same goes for you.


Welcome back! Feel free to hop back into the current combat, if you can. If not, no worries -- you're always welcome to come back whenever you get RL sorted. And good luck with the unplanned job hunt!!


@ Segang: Vicious damage (not viscous, lol) is an untyped energy, so DR has no effect against it. If you want that extra damage, you have to soak it up!


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

I figured. :)


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Did Jarha's approach work? He wasn't just talking; he was doing it -- although he would have stopped if he seemed to be doing any damage to the stinger. But as I conceive of the power he should be able to apply the force on the spot where the stingers connect and pull it off without damaging the stinger. Especially because he also has telekinetic finesse. If he can pick a lock I would think he could pull off a stinger...


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

Only the GM can answer, but I can see your logic.

Telekinesis is such a wiggly power when you think about it. I mean, why can't one telekinetically close someone's carotid artery off and make them pass out/die?


Female Tiefling Rogue 7 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 21 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection); AC +1 vs. traps; hp 82 (16NL) Fort +7; Ref +13; Will +2

No line of sight?
Because it takes fine control, and Telekinesis is such a blunt instrument?


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

I like how GUPRS handles the power. You pay for both strength and control. Its a steep increase to get more strength OR more control but its crazy expensive in build points to get both. You might could pick a lock or flip a car. for about the same number of points. But to accurately set an anvil on someone's neck would require a lot of points.


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

I have paid for both power and control by selecting telekinetic haul and by selecting telekinetic finesse. I could have chosen other abilities instead.


Jarha Madu wrote:
Did Jarha's approach work? ...

To be honest, I don't know, but I'm leaning towards not. I even checked out some rather bizarre/disturbing threads about force required to pull off limbs. Moving 6,000 lbs of mass is not the same as force, work, and all the other physics stuff I brain dumped 20+ years ago. In the bounds of the telekinesis abilities, its pretty much limited to blunt force attacks or fine manipulation w/finesse. Nothing about cutting or ripping apart things. For example, you can move a 3 ton boulder, but I wouldn't expect you can pull it apart.

Does that make sense?


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Honestly, I don't really think that makes sense. I'd venture to guess that all popular culture presentations of telekinesis involve instances of things being ripped off, not only moving things that are unattached. And it's an ability with few combat applications that is instead designed for fun creative uses, and I certainly think what I proposed is rather moderate considering the extent of telekinetic force he can bring to bear (6,000 pounds!). But you're the boss! I do hope I will be able to find some uses for the ability, though -- especially since I made the extra investment for the higher level of force. I haven't had a chance to use it yet, even though I have tried to think about ways to use it in past encounters. I mean, the rules don't give good damage for throwing chairs at people and the like, so it isn't meant to be used that way I think. Anyhow, I'm not too concerned about it, but this seemed like a fun opportunity for him to show off.


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

It looks like there are rules for throwing things, but not for cutting/ripping things.

Telekinesis

and I'm almost certain that telekinesis for a kineticist will behave like the spell.


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

You tug hard enough on something that's attached to something else in order to throw it, it will rip off. At a force 20+ times more powerful than possible at CL 15 max with telekinesis (Jarha can actually do 8,000 lbs now that he's 8th level). That's my take. It's one of those effects I wouldn't expect to be well spelled out, especially for non-combat applications. Like I said, it doesn't actually matter; I just thought it would be fun. But I'm not the GM, so it's not my decision!


A: I don't want to sound like I'm quashing any creativity, and I actively invite all of you to express your characters and their abilities in cool ways, even if they aren't spelled out or described that way in the book. Especially if it adds flavor and/or humor to the game.

II: Pathfinder and the family of modern D&D family games rely on rule precedents, and especially on the idea that you can do what an ability (or feat, spell, etc) says you can do, and no more. The basic telekinesis ability is based off of mage hand, which allows you to move unattended objects. Telekinetic haul increases the weight limit, but its still "move an object", just a heavier one. Nothing about parts of objects or applied force. (There's still a lot of creative room for what/how you want to move things. And the ability to move a 4 ton object is nothing to scoff at.)

Three: I said I don't know because I really don't know if he could do it. Lifting/moving even 8000 lbs doesn't necessarily translate into enough force to tear limbs off. Is it a sharp pull? Slow and steady? 30 feet per round is kinda walking pace. If my hand is caught in an 8000 lb rolling car (moving 5 ft per second), it won't pull my arm off, but just drag me along. And that's probably a terrible example because physics. My point is that the human body is capable of withstanding extraordinary trauma while retaining its limbs... a wyvern tail is imaginably even thicker/stronger.

So, in my mind, I'd say Jarha's attempt to pull the wyvern's stinger off results in him dragging the entire wyvern along with it. Without a "surgical" cutting ability, or a dual target "hold one part while pulling the other to tear it off" amplifier, I just think its beyond the scope of the ability in this instance.


Male Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 46/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,Sh Evoc x2 1, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 10/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Concur.


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

Yep. Perhaps he could wield a cutting weapon with the ability though.


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

That's fine; it does make sense he would end up pulling the whole wyvern, since nothing else is pulling the other way. But I do think that if the wyvern had been nailed to a house or some other object that Jarha could not move, the wyvern would have been ripped off, because of those 8,000 pounds of pulling force. And, yeah, he certainly could wield a saw with telekinetic finesse (not in combat, though), but I was looking for something jazzier.


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

Well, at least you have rules for telekinetically throwing a chair! But I think that's why Telekinesis, the spell, says things can be manipulated "as if by one hand", to prevent ripping/tearing speculation.

Now, to re-watch all instances of Jean Grey using telekinesis (I kid, I kid)


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Good point. So that does explain why he couldn't hold onto two parts of the wyvern and rip them apart -- and that would have a combat application as well I suppose. But he can certainly and easily rip/tear objects off that are attached to something else -- probably things that are quite firmly attached in fact. That's something I could easily do with one hand if that hand can apply a lot of force.


Bet you still have to make a ridiculous Break DC check for a regular old wooden door though


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

But, just for the fun of the discussion, the ability to lift 8,000 pounds is equivalent to a huge STR, giving him a big bonus on any break check it seems to me...


The combat application of your telekinesis ability is your telekinetic blast.


Male Human (Garundi) cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Right. I'm specifically NOT trying to suggest combat applications of the ability, in the sense of different ways to cause damage. He could move things around in the battlefield, in the unusual event that would be helpful. And, in theory, I do think there could be applications including even ripping and breaking as discussed above, where it isn't ripping or breaking similar to the stinger example. But we would cross that bridge when/if we came to it. I just haven't really found useful things to do with the ability yet.


Apologies for the long delay! It was not intentional and days turned into a couple weeks. I have to set up the dungeon map in Roll20 and get things moving again.


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

Good for me actually. I am dealing with an sick mother who needs care and seem to be on call with her most weekends starting Thursday afternoon. I think I am mostly done.


Female Dusk Elf Witch (Deception)/Level 9
Stats:
HP 44/44 AC 15* (mage armor) Per +13 Init +7 F +5 R +4 W +7

Ahhh...reverse parenting. I feel you, Segang. Good luck.


Male Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 46/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,Sh Evoc x2 1, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 10/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

All the good luck your way, Segang.


Male Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 46/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,Sh Evoc x2 1, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 10/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

BTW, leaving for Costa Rica on Wednesday for 2 weeks. I will post where able but it will slow down.


Female Tiefling Rogue 7 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 21 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection); AC +1 vs. traps; hp 82 (16NL) Fort +7; Ref +13; Will +2

Heads up: it's our busy season and we're having a merger, so work is kicking my butt. =_=; If I'm holding things up, please feel free to bot me. Things should calm down around New Year's.


M Human (Shoanti) Barbarian (Urban) HP /146,(Rage HP=173/153) l DR 4/8 Nonlethal and Resist Fire 2: INIT +2, Perc. +12, AC 22/T:14/FF:18, Saves= Fort+12/15, Ref +7, Will +7/+12 with rage

All, I am working to catch up. Bought a new house and moves half my stuff to it over Christmas holidays on top of all the family obligations. About settled and back to normal. Hope to post later today. Sorry for my delay.


Female Tiefling Rogue 7 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 21 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection); AC +1 vs. traps; hp 82 (16NL) Fort +7; Ref +13; Will +2

Pardon my long absence.
Is Abby still welcome in this game?


Male Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 46/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,Sh Evoc x2 1, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 10/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Yay Abby!

Always welcome!!!!


Of course! Pace has been a tad slower than usual, so you haven't missed much.

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