DM Raltus Demon Slaying (Inactive)

Game Master Raltus

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Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

So every scale has one of the four abilities and everyone gets to choose for their own scale which one of these four it is even if that leads to doubles?


No each scale has 1 property, so there is 1 of the Resistance, Cloud Walking, Disguise and Scared Weaponry.

Anyone can use they at any time they just have ot be holding on to the scale of the power they want.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13
Quote:

A stone ledge juts out at a right angle on the south wall of

this cavern, fourteen feet off the ground. The leather strap of
a backpack hangs from the edge of the ledge, while above, a
narrow fissure yawns up into the dark.

I imagined

- standing on solid ground.
- 14 feet above is a ledge where the strap of a backpack hangs.

Only problem is to be tall enough to get there.
Worst ting to happen: Backpack falls on me.

Now I find out I stand at a chasm which is 15 feet deep
The backpack hangs at 20 feet and over the chasm
And with the stretch this is I'm in serious danger of falling down.

Now the rolls were good and nothing happened. Besides me being saved by a nice monk ;). But I would really appreciate to be able to realize the risk I put myself in before hanging on a thread.

Just to give you a feedback so you have an idea what I see based on your description. And to tell that I'm not on a suicide mission.


I just pictured the edge being crumbly, I should have added that but I was tired and was going to bed with I put those posts up.

I put the DCs low so they could be passed and to add a bit of flare.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

We are still talking past each other. I wasn't aware that it goes down there at all. I thought solid ground from one wall to the other. And the backpack hanging on a stone ledge above like on a branch of a tree. Maybe it's a problem of me understanding ledge?


Ratfolk Crafter 6 (HP 63)

I think the issue is the use of the word "ground". Ground implies where you are standing with the ledge being 14 ft up.

I will say I read it the same as Lynn


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

I pictured a ledge and a chasm below. But hey we survived :)


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Everything is fine. I would even have survived the drop. I know the problem from the other side. I describe something and you imagine something else than I do. Usually it's just "Duh, sorry didn't tell you." But here I still don't know where we missed each other.

But that doesn't hinder us to continue.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

A readied attack is a standard action that allows to ready standard actions.

A flurry of blows is a full-round action, so no.


Ratfolk Crafter 6 (HP 63)

However If we were in initiative you could delay for a flurry


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Hi there.
I'm a friend of moving things forward if there is nothing to roleplay about and I made my build to be an effective front liner. That combined with the fact that I seem to spend more time than most of you on the boards leads to a lot of kills on my behalf before you even get the chance to have at it.

So if one of you would like to be the one to lead the charge into the unknown and get more slashing/stabbing please let me now. I don't want to ruin it for you.


Human Paladin 3

I am here plenty of time and will help with the smashing


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Then are you leading into the building now?


Human Paladin 3

We go shoulder to shoulder!


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

I like to smash, but can't spend as much time on the boards. I check in like twice a day and some days I'll have an extra couple hours and post a few more times. But I'll let you know if I wanna dive in but I'm sure I'll get my chance.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

That Huecuva could have been our first formidable enemy if you hadn't missed it's DR5/silver or magic.

I'm not complaining that this filth fever ridden thing is destroyed. But in the long run such oversights will let this dungeon clean look like child's play.


You should never start combat while at work, haah I honestly looked for it and just missed it.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

We seem to have lost the blind elf. Or he is awfully quiet ;)


Human Paladin 3

Treasure:

Fine warhammer
2 Potions
Gold ring


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

It's really hard to play the enemies to teir fulles if they appear and then are gon within thre rounds at most. That makes it hard to find the motivation to get to know them thoroughly. And even if you do there is always that one thing that hides in the stat block. These things seem to have 'hide in plain sight'. I tend to always forget such special abilities like aura of fear and such.


Ratfolk Crafter 6 (HP 63)

Any 1 movement through aonly provokes once .


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13
Tink_ wrote:
Any 1 movement through aonly provokes once .

There seem to be a few words missing. And some context.


Ratfolk Crafter 6 (HP 63)

Sorry late at night on my phone.
The AoO's on the fly. The fly only provokes once for moving through a threatened area, one AoO per movement, not per square


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Here my threatened squares with X, O is non threatened L is Lynn:
.
.
.
.
.
XXXXX
X000X
X0L0X
X000X
XXXXX

Attacks of Opportunity:
Moving: Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents.

So the fly provokes at least two times and up to five times when passing me within 10feet. If you think moving out of a threatened square only counts for the first field read the Withdraw action:

Withdraw
The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square... If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

So everything that passes me provokes and I have up to three AoOs due to Combat Reflexes. That's what this reach build is made for. So if you want my AoOs let me tell you: Out of my cold hands! :P


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Or can you quote rules that support your statement?


Ratfolk Crafter 6 (HP 63)

From the text of combat reflexes:

"Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent."


Ratfolk Crafter 6 (HP 63)

Wait, that seems to be legacy content


Ratfolk Crafter 6 (HP 63)

The rule seems to be that a single action can only provoke 1 attack of opportunity per person, so even though multiple threatened squares are crossed, it is still during a single action, so only 1 attack of opportunity can be had.

Imagine a giant with 15 ft reach, with armor spikes, and a long spear, he threatens every square out to 30 ft now, to close with him you would provoke 5 attacks of opportunity minimum. That is INSANE


Ratfolk Crafter 6 (HP 63)

I found the source:
Just above the example picture, ctrl+f for the first line of the following quote

"Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity bonus to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus."


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

This sucks. And it is only insane if you have combat reflexes and the Dex to back it up.


Ratfolk Crafter 6 (HP 63)

So a feat and 18 dex. Pretty easy


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

But a double move are two actions. So if the end of move action one and beginning of move action two lies in my threatened range I get one more!


Ratfolk Crafter 6 (HP 63)

Unless they are using the "run action" to be able to move up to 4 times their movement :P


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Or a charge, or a withdraw.

And if they run I can put out my glaive to make them stumble and fall :) For Trip is a perfectly legal action for an AoO. And then I can hit them two more times when they get up and leave.


Sorry i read the entry wrong you kinda have to follow the Dwarf so lets ret con that he pointed towards the tunnel he came down instead of a non existent entrance.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13
DM Raltus wrote:

Millorn comes back out quickly as Lynn and Don don't follow.

"Other cave lead no where, lead down to water. Follow, way out through this way."

Millorn will go back the way he was going, as everyone follows you walk into what must have been Millorn's camp. A ragged bed roll and other destroyed gear is around, along with the bodies of what look like smaller versions of the creatures that attacked you in the cave of the First Crusader's.

Which immediately leads to the question: And where does it go onwards from here? As Millorn doesn't come along and we leave him be it would be the next thing to leave him. Even though the first try led into a dead end.


You don't have to take him, my RL group killed him but they didn't ask questions. This is a story of redemption really so just keep that in mind.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I'm just asking where the exit from his cave is.


Just through the cave that Millorn uses as a camp


Human Paladin 3

We all need our own pet head-eating bats


Ratfolk Crafter 6 (HP 63)

If we have the ropes on either side we don't need to change how levitate works. Or at least by my understanding of the spell. When it says no horizontal movement I understand that to mean to spell has no horizontal propulsion but does not prevent the person being moved by something else


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Thats how I would interpret it as well.


Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.

The bold part is what I was going with but Yes I agree


Ratfolk Crafter 6 (HP 63)

I read that in context to tie in to the previous sentence. As in you can mentally move them up and down but not laterally. The last sentence says they could move laterally by moving along a ceiling or some such


True, I just read it one way, You are right though I feel


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

As for the cart: I was thinking about using the scale on that. As you told it casts at level 20 that would be good enough. The casting of Arachnival might fall short quite a bit.


Human Paladin 3

Place it under the cart and it will lift the cart up.


Am I giving you guys enough to go with or do I need to put more?


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I would say you already gave a bit too much, as we don't get the chance to inspect the corpses while the Plant thing stands in the corner. Only thing that doesn't come over is if that plant is still moving. But that could be a trait of the thing to play dead - i.e. not moving until someone comes into reach.


Noted, I wasn't exactly sure how to do that in PbP because if I didn't give enough it would hold things up.

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