DM Puppet Master's Humble Bundle Welcome Campaign (Inactive)

Game Master Anon A Mouse

Cult of the Ebon Destroyer


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Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Actually, I just realized that the gear in the stat block is very outdated. Right now, Jaed inventory is as follows:

Carried fighting gear:
- studded leather +1 (20 lbs)
- mwk short sword (2 lbs)
- mwk short sword (2 lbs)
- dagger (1 lbs)
- dagger (1 lbs)
- dagger (1 lbs)
- dagger (1 lbs)

Other carried items:
- belt of tumbling (1 lbs)
- belt pouch (0.5 lbs)
- crossbow bolts (1 lbs)
- grappling hook (4 lbs)
- potion of cure light wounds (0 lbs)
- potion of invisibility (0 lbs)
- bag of holding type I (15 lbs) containing:
-- backpack
-- bedroll
-- chalk
-- hemp rope (50 ft)
-- mwk light crossbow
-- sack
-- small tent
-- thieves' tools
-- waterskin

Total weight: 49.5 lbs


Female Aasimar Inactive

Happy Labor Day!

Sovereign Court

DM, I accidentally posted on the in-play section using this alias; can you please unlink it from the active characters in the campaign? Thanks!


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

@Jaed: I'll get you another updated sheet with loot tomorrow.

@Jesse: Done.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Jaed:
Jaed Zandorias
Male human unchained rogue 5 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +11; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge)
hp 48 (5d8+15)
Fort +3, Ref +9, Will +3
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +8 (1d4+1/19-20) or
dagger +8 (1d4+1/19-20) or
dagger +8 (1d4+1/19-20) or
dagger +8 (1d4+1/19-20) or
mwk short sword +8 (1d6+5/19-20) or
mwk short sword +8 (1d6+2/19-20)
Ranged mwk light crossbow +9 (1d8/19-20)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 15, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 20
Feats Combat Reflexes, Dodge, Improved Initiative, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits acrobat, reactionary
Skills Acrobatics +14 (+18 to move through a threatened square or enemy's space), Appraise +6, Bluff +8, Climb +6 (4 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Craft (traps) +3, Diplomacy +7, Disable Device +15, Disguise +4, Escape Artist +12, Intimidate +5, Knowledge (dungeoneering) +6, Knowledge (local) +8, Linguistics +6, Perception +10, Sense Motive +7, Sleight of Hand +13, Stealth +13, Survival +3, Swim +5, Use Magic Device +5
Languages Common, Dwarven, Elven, Gnome
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, resiliency), trapfinding +2
Combat Gear potion of cure light wounds, potion of invisibility; Other Gear +1 studded leather, crossbow bolts (10), dagger, dagger, dagger, dagger, mwk light crossbow, mwk short sword, mwk short sword, bag of holding i, belt of tumbling[UE], backpack, bedroll, belt pouch, chalk, grappling hook, hemp rope (50 ft.), sack, small tent, thieves' tools, waterskin, 36 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 10 temporary Hp for 1 min.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Aww man, what happened to my post.

On another note can I make an handle animal roll to work on a trick for Millsy while we were on the boat

-Posted with Wayfinder


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Back from my vacation. Thanks for the updated stat block!


MotW NPCs Definitely not a vampire Slides | Knowledge Checks
Finnrick wrote:
On another note can I make an handle animal roll to work on a trick for Millsy while we were on the boat

Yup, that's fine.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Sorry guys, work is swamping me, will check in when I can but this is set up to be a busy week.


Female Aasimar Inactive

I actually like the climbing idea a lot more, since you have a climb speed. Could we fashion some kind of bag/basket for Millsy to be pulled up in? I have 100 feet of silk rope, and I imagine other people have at least a little more, so you could take the rope up and we could climb after... do we have enough rope to knot it so that the check is lower? (I think that works, right?)


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

So, according to this, a medium leopard is approximately 120lbs. I'm currently carrying 84lbs, and my medium load is anything under 266lbs. That means I can add Millsy's weight to my own, and still only have a medium load, with a climb bonus of +15 (+18 if I remove my armor). If the cliff is a "very rough natural rock surface", the DC to climb it is +15, with an extra +5 for being slippery. That means I can easily take 10 and make the DC, even with Millsy's weight.

So, if we could find some way to attach Millsy to me (is she smart enough to just cling to my back? could we build a sling and tie that around my chest, like a baby carrier? something else?), I should be able to climb to the top with Millsy in tow, then drop a rope for everyone else.

For rope, whether we have enough will depend on how many several hundred feet tall this cliff is. I have only 50 feet of rope, having lost the other 50 feet I used to have in the courtyard when we escaped.


Female Aasimar Inactive

Finnrick's page says "silk rope" but not how much.
Jaed's page doesn't have any gear listed... must be keeping that elsewhere.
Lily's page has gear, but no rope.

If Jaed has some, we might have 250, possibly 300 feet of rope (if he has 100 feet), and there is the off chance that Finnrick has more than 50... so max 350 if everything went perfectly. Even if the cliff is shortest possible for "several hundred" ... 300? We still couldn't knot it, and that's a lot of climb checks to fail if not knotted. If we have enough for you to climb it and to reach us, there is the possibility that you could pull each person up, but that's a long time, and the fewer people down here the more likely the wolves attack.

I love the idea, but I don't know if it is feasible. I guess we don't have to worry about it yet anyway... have to find out how tall the cliffs are and how much rope everyone has first. Might be moot.


INACTIVE - GAME DIED

Jaed listed his gear above, said that he was revising it - he has 50' of hemp rope.


Female Aasimar Inactive

Thanks... sorry I missed that. :)


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Technically, if I took off my armor and stuffed it and my shield in the bag of holding, I could carry up to 381lbs of people without being over heavy load. At heavy load, when not wearing armor, my climb check is still +15. Finnrick can wild shape and fly up to the top of the cliff, leaving only Jaed, Millsy, Marzela, and Lily. Could I climb up twice, first trip with Marzela and Lily clinging to my back, second trip with Jaed and Millsy? No idea if that is actually possible or not, just kicking around ideas.

As for length of the trip, my climb speed is 20ft per round, so 200ft per minute. A 300ft cliff would take me roughly 3 minutes, plus unloading time, to round trip.

Our very own recreation of the Cliffs of Insanity climb to commemorate that Princess Bride 30th anniversary! I'm Fezzik, Jaed is clearly Inigo, Marzela and Lily can fight over Buttercup; not sure about Finnrick and Millsy, though. Not quite perfect, but near enough to be awesome :)

(On the off chance anyone doesn't know what I'm talking about - Cliffs of Insanity)


INACTIVE - GAME DIED

I think I'm the crazy witch/wife.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Love that book/movie, and actually love your plan.

Ha ha... if it is possible, I'm totally in. I can't really see how two of us could cling to your back though--?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

I don't think you'd be able to carry two people on your back at once given that you're all roughly the same size. Millsy could try to hold on to you, but unlike the humans, I'd probably make her make skill checks to hold on and you'd risk taking claw damage as she did so.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Sorry guys, had a busy day yesterday at work and I could not post. As Lily pointed out, Jaed is carrying 50 ft of rope and a grappling hook in case it is needed. But I also love the idea of using Carrakas as an elevator :)

Now I just have to find an opportunity during the game to say: "Hello. My name is Jaed Zandorias. You killed my father. Prepare to die."


Female Aasimar Inactive

Okay, height is 450 feet--definitely not enough rope. We *could* make a sling for Millsy though. I have these sleeves now so that I can change my clothing at will, so I don't really need this Razmirian robe I still have. That is plenty of material to fashion something out of so that she can ride on your back instead of clawing you to death. We just turn it upside down... head hole is too small for a leopard to fall out of, and tie that part closed anyway, and then tie the whole thing to you with rope (which we have plenty of for this purpose. She might not like it, but it will be better than hanging on and risking a 400 foot drop. I actually suggest that we tie everyone in (harder for the last person, but they could at least tie a rope around once and have Carrakas tie it in front as an extra precaution.

... And maybe we should just shoot the wolves now?


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

So, if I make like an elevator, at 450ft it will take me a little under 2.5 minutes each direction, 5 minutes round trip per person. Roughly 20 minutes total, give or take. Only doing one person at a time would allow me to keep my armor on too, which would be good.

The risky part of this plan is both for the first person up and the last person up - both will have to be hanging out by themselves for a good 5 minutes in potentially hostile terrain. We can have Finnrick hang with the person on bottom, so they aren't solo, but I don't think he can hop back and forth easily.

Are we OK with that risk?


Female Aasimar Inactive

I am. I'll be last if you want. Maybe Jaed first because he can defend himself better than Lily, and me last so I can heal anyone if the wolves attack (and I am not defenseless either). So... Jaed, Lily, Millsy, me, and Finnrick can fly, or turn into something with a climb speed (?).

Thoughts or changes from anyone else?


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

I wonder if Millsy should be first? She has more speed and stealth than anybody, so would be more likely to be able to survive alone if any other lifeforms make themselves known. Then Jaed, Lily, and Marzela, with Finnrick staying until I pick up Marzela and then wild-shaping and flying to the top? Or if he wants to save his wild shape, he could wait until last, and only wild shape and escape if he needs to escape; otherwise, I could come back down and get him too.


Female Aasimar Inactive

Sounds good to me.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Did we figure out what the DC of the climb check was? I can get a 23 by taking 10 or I have to fly, either way I am going to go up with Millsy and stay there until someone else gets up. Millsy would prefer if it was Jaed or Lilly who comes next. I'll head back down so that no one has to be alone.

-Posted with Wayfinder


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Sounds like a plan. Jaed can stay with Millsy up there and between both they should be able to hold until everyone make their way up.

Maybe we should also take care of the wolves before we start climbing. It's possible that they are waiting until they have superiority to attack.


INACTIVE - GAME DIED

Sounds good to me!


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Carrakas' math for a DC20 climb check seems right. Though I'm not sure where you're getting a +13 to climb, Finnrick; your character sheet says you only have +5.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

From wildshape, and my math was wrong. I have a +5 normally, +8 from wild shaping to a leopard with a climb speed and +1 from the +2 Str wildshaping into a medium creature provides. Which would give a +14 total I believe.

-Posted with Wayfinder


Female Aasimar Inactive

If Finnrick tells us about the human, I vote we go find the human. If not, keep traveling till something happens, we find shelter, or it starts getting dark?


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Agree, I think our primary objective is to find the cultists so it makes sense to follow any human tracks if we can.


Female Aasimar Inactive

What do you guys want to do? Camp here and wait until he can talk to us? (I mean of course if it only takes hours, not days.) I know we're in a hurry, but we should probably sleep at some point anyway... and we invested a lot of time in finding this guy. My vote is to wait and hope it pans out. Other thoughts?


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Agreed. Perhaps we could offer to heal the wound in his leg?


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

I am going to be out of town overnight, probably won't be back for posting until Sunday afternoon at the earliest, maybe into Monday. Feel free to bot if needed. Thanks!


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Taking into account that it's 8 pm I also think we should make camp and rest for the night. And in the meantime it would be good to become friends with that guy, if possible.

Following Carrakas idea, someone with healing knowledge could approach him while Jaed and Carrakas are ready to take him down if he becomes violent.


Female Aasimar Inactive

I already mentioned the arrow to him, but that may have been why he started freaking out.


INACTIVE - GAME DIED

Someone should keep an eye on this guy as we rest. He doesn't seem to be all there.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

I have more rules questions here, with how Blade Rush interacts with Entangle.

1) We've said before that Blade Rush ignores terrain difficulties, so I assume I can blade rush 30ft into the Entangle area just fine, but I'm also assuming I have to make the reflex save after I settle down. Question is, does the reflex save happen before or after the attack that happens as a part of the blade rush?

2) If I fail a reflex save and become entangled, can I use blade rush again anyway, or would the entangled condition stop that?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

1) According to entangle, you make a save as soon as you enter the area, and if you fail, you lose the rest of your movement. Assuming you make that save, you would save again at the end of your turn or risk becoming entangled, which would be after you perform any attacks.

2) If you become entangled, you can't move and therefore wouldn't be able to blade rush.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Since blade rush says that I move *instantly*, I was assuming it was not so much a travel path as almost like a line-of-sight teleport, and therefore I would not have to make the save until I finished the instantaneous movement of 30 feet. Are you saying I would instead have to make the save at the point where my path crosses the area of Entangle, and it would break my movement if I fail?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

If it were an actual teleport, it wouldn't need to specify that the movement doesn't provoke AoOs because you'd be in one place and then the other. The fact that it does specify that makes me think you are actually moving in a path and not just in one place and then in another, in which case you'd have to deal with entangle as soon as you encounter it.

Sadly, there seems to be very little in the way of clarification on blade rush, but I think the intent was for it to be similar to bladed dash, which doesn't ignore anything about the terrain. So that's what I'm going off of (with the exception that blade rush can ignore difficult terrain while bladed dash cannot).


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Fair enough, makes sense


Female Aasimar Inactive

Is there a spell that would help us all with the smell... something like endure stench or something? ;) I would love to ask my deity for something appropriate for today, but not sure if it exists.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

I have got to look into this geokinetic knight. It looks suoer fun to play.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Oh yeah - this is easily the funnest character I've ever played. The kineticist itself is pretty cool, but I'm having a lot of fun with the kinetic knight archetype.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

I'm hosting my wife's family for Thanksgiving in our new house. Im sorry I have been away. I will be back soon.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

I've sent Finnrick a PM asking if he intends to continue since it's been a while since his last post.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Just a heads up that I'm going to be packing/traveling Sunday and Monday, so there's a good chance I won't be posting on either of those days.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Yeah, sorry guys, I am traveling for Christmas and am swamped with work. Please bot as needed.


INACTIVE - GAME DIED

Hey DM, it looks like some time after I made Lily, Paizo published the Hallowed Necromancer archetype, which is a perfect fit for what I envisioned for the character. Might there be an opportunity at some point for me to retrain into this? The main changes are that I lose Scribe Scroll (which I've never used) and I lose my 5th-level bonus feat, but in exchange my spells are more effective vs. undead.

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