GM Raltus' - Slaying Giants

Game Master Raltus

Maps l Hand outs l Lootz


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Misfortune grapple: 1d20 + 14 ⇒ (19) + 14 = 33


balder I will allow you right now to have put on Usgroth's Armor if Gran't' isn't wearing it you could also have the War Hammer would stay large since you can use it.

You keep the dmg dealt but your AC would go way up


+2 Init/Per in mountains Dwarf Ranger5 HP47/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

I'd like the oil of flame arrow


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Another level of unchained rogue/sylvan trickster.

Weapon focus (Dagger) as feat.
Perception as Rogue's Edge skill. (Still not enough to make 30)

Besides that, maxing out the usual skills and adding some disguise.


I konw that DC seems stupid high, it is what is written in the book. It is supposed to be done on day 5 which you would be 5th level regardless, we are just ending day 2


+2 Init/Per in mountains Dwarf Ranger5 HP47/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Level 5

HP 5+3+1=+9
Bab +1
5th level feat-WF-Longbow
2nd Favored Enemy -Giant (Total +4 Hit/Damage)

+1 All skills

1 1st level spell slot(Gravity bow time)


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Sorry all, too much went on last night for me to get to a level upgrade. I'll try to get on it later today.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Usually a not finished update doesn't hinder gameplay.

So what is the DC to survive this meal? This will have bad influence on my cooking reputation!


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Witch 5th level

hp: +6
Spell: 3rd Level:Ray of Exhaustion, Water Walk
Skills: Arcana, Local, Nature, Planes, Perception, Religion, Spellcraft, Survival, Use Magic Device, Herbalist, History
Feat: Extra Hex: Flight
Speak with Familiar

Yes, I've spent way to many feats on Hexes, but there's just so many good ones!!!!


M Oread Kinetic Knight 4____HP 28/39

Sorry I haven't posted in an age guys.
I started university again 3 weeks ago. Third year chemical engineering.
I have been trying to wrap my head around that and get some stuff sorted.
I should be posting more regularly now


That is fine man, We are playing with friends so a slower pace is fine. Just wanted to make sure things were ok.

Chemical Engineering sounds interesting.


M Oread Kinetic Knight 4____HP 28/39

Thanks man.
It is really interesting. Its being rather difficult to go from a work environment back into university, and I'm just trying to handle the change.

I feel like I have more of a handle on stuff now though. So thats good


+2 Init/Per in mountains Dwarf Ranger5 HP47/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Dain will do what he does best...muck horses.


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Hats off to you Man.
Chemistry was probably my least favorite portion of my Engineering degree.

Going back to School would be interesting... After so many years of working, I'm not quite sure how I would react to it any more.


Yorikata am I missing something on your atk bonus? 4 dex + 3 BAB + +1 dagger is 8, you are saying 9. You hit regardless just asking


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

weeapon focus dagger.

I would have gone for something RP funny like the kitsune realistic likeness feat. But as the AP doesn't offer itself for those shenanigans, I went for pure combat prowess.


Perfect, I missed that on your character sheet.

Can someone poke Balder/Gran't'


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Poked Gran't'.


Thank you, if they don't pst by tomorrow night I will Bot them.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

I suggest you assume the do ready actions to attack the ape. This way they get in a standard attack, get attacked only with a standard attack by the ape and get in a full attack afterwards.

Instead of running into an AoO because of the ape's reach, and then getting in a standard attack, followed by a full attack of the ape.

Also it would play nicely into my setup.

Additional boon: You could do that now, without needing to bot them, as the could add the readied action rolls after the fact.


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Note: I’ll be traveling unexpectedly this week, so I may not be able to post frequently.
Bot me as needed.


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5

Hey guys. I'm back. Finished my deadline last thursday then spent a few days recovering. I'm checking now whats what.


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5
DM Raltus wrote:

balder I will allow you right now to have put on Usgroth's Armor if Gran't' isn't wearing it you could also have the War Hammer would stay large since you can use it.

You keep the dmg dealt but your AC would go way up

I think I missed these in the threads, what armor is that and is that a special warhammer or should I just equip a large size warhammer?


1 person marked this as a favorite.

So I built Balder on Hero Lab, because he has the ability to wield Large size weapons the War Hammer stayed Large.

Uskroth’s Armor:

Hero Chieftain Uskroth wore a suit of armor that blessed
him with enlarged size and great strength.
USKROTH’S ARMOR PRICE
11,350 GP
SLOT armor CL 5th WEIGHT 100 lbs.
AURA faint transmutation
This battered, well-used suit of +1 half-plate
automatically resizes itself to match the size
of its wearer. Once per day on command,
the armor can bestow upon its wearer
the effects of righteous might for
5 rounds. The wearer’s alignment
determines the DR gained from
this ability. A good wearer gains
DR 5/evil, an evil wearer gains
DR 5/good, and a wearer who
is neither good nor evil chooses
which DR to gain the first time
she activates this ability—once chosen, it
cannot be changed.
CONSTRUCTION REQUIREMENTS COST 6,350 GP
Craft Magic Arms and Armor, righteous might

AGRIMMOSH MAJOR ARTIFACT:

SLOT none CL 20th WEIGHT 10 lbs.
AURA strong transmutation
Agrimmosh appears to be a simple stone blacksmith’s
hammer engraved with Minderhal’s holy symbol. It functions
as a +2 impactUE warhammer that automatically resizes itself
to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh c an u se t he h ammer to
cast heightened enlarge person (Fortitude D C 23 negates).
This effect lasts for 20 minutes. Whenever the wielder
of Agrimmosh confirms a critical hit against a creature of
the humanoid type, the target creature must succeed at a
DC 23 Fortitude save or shrink by one size category, as by
heightened reduce person. This effect lasts for 20 minutes.
In addition, Agrimmosh has other powers that are
currently dormant. When the Hammer of Unmaking is struck
against Minderhal’s Forge in the Cathedral of Minderhal (see
Pathfinder Adventure Path #93: Forge of the Giant God),
these powers are reawakened, and Agrimmosh gains the
following abilities.
Whenever the wielder of Agrimmosh successfully strikes
a creature with the hammer, as an immediate action he can
attempt a targeted dispel check against the struck creature,
as dispel magic, to end a single ongoing transmutation effect
that alters the target’s size. Other ongoing spells and effects
are unaffected. The wielder uses the hammer’s caster level
as his own when attempting such a dispel check.
Agrimmosh a lso g ains 3 c harges, w hich r enew a t t he
beginning of each day. The wielder can expend the listed
number of charges to activate one of the following spelllike
abilities as a full-round action; expending an extra
charge to activate the spell-like ability reduces the casting
time to a swift action instead. Regardless, the wielder of
Agrimmosh can activate only one of the weapon’s spell-like
abilities per round.
• Heightened enlarge person (1 charge, DC 23; this replaces
Agrimmosh’s 1/day enlarge person ability)
• Heightened mass enlarge person (2 charges, DC 23)
Lastly, Agrimmosh can be used in conjunction with
Minderhal’s Forge at the Cathedral of Minderhal to resize
magic armor and weapons. More details on this ability can be
found in Pathfinder Adventure Path #93.
DESTRUCTION
If Agrimmosh is heated in Minderhal’s Forge at the Cathedral
of Minderhal for 10 years and then quenched in the blood of
a slain rune giant, it loses all of its magical abilities and is
destroyed, shattering into a thousand pieces.

A lot to read


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

This is totally frustrating. The clues on this ship are either obviously being missed, or we are on rails and can't get the clue until PLOT says we can.


Well I kinda messed up with the placement of getting sick, I read the wrong page, so things have been changed around a bit. I did leave a clue in the hold room, there was a perception check I think Dain go.

Clue


+2 Init/Per in mountains Dwarf Ranger5 HP47/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

I noticed the cage was left unlocked and that was it


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5
DM Raltus wrote:

So I built Balder on Hero Lab, because he has the ability to wield Large size weapons the War Hammer stayed Large.

** spoiler omitted **

** spoiler omitted **...

Wow those are some cool artifacts. Who did we get it off of?

I have to attune to it to be able to use all the abilities right?


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Yep, we missed that clue, I knew that.

We may catch it again if we really do a full search of the boat.

But so far in two days we have had:
Boat Rail Breaks,
Drakes attack & Steals only the key horse.
Whole ship Poisoned.
Monster in Hull attacks.

Ya, you have to expect PCs would be very paranoid at this point.


That is the point too, something is going on, Raag has already said nothing like this has happened before.

@ Balder you got them at the end of book one.

Since Dain is the only one who made a Perception check in the Cargo hold, everyone still can, you just have to play it out like you are piecing things together, not Ohh right a door.


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

DM Raltus.... Just so you know, if you read water walk, we are actually walking an inch or two above the liquid. So we aren't actually touching the water, in case that matters in the future with monsters.


Posting this in the Games I am in. I will be away from today till Friday evening, I will update Friday night or Saturday.


Bow (Spell craft DC 13)
Potion (Spell craft DC 13)
Wand (Spell craft DC 13)
Wand (Spell craft DC 13)
Tanglefoot bag
Acid (2)
Short Sword (Appraise DC 20)
Locket (Spell craft DC 20)
Arrows 15
Chain Shirt (Appraise DC 25)

Loot in a bit list:

potion of cure serious wounds,
wand of cat’s grace (8 charges),
wand of invisibility (6 charges),
mithral chain shirt,
+1 longbow with
mwk short sword,
true love locket containing a picture of Skreed Gorewillow


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

This attack from Yorikata was instead of the CDG.

It was not my intention to kill her*.

I now took a look what the damage dealt so far was, and found that she got only two hits so far. A shot from Dain for 10 and a crit from Grant for 25. That's a 55 damage total with Yorikata's stab.

Is she dead-dead? Or only dying dead?

*In game Yorikata will of course never admit, that.


You're not doing the CDG and the regular stab? IF you are doing both she is dead dead at 60 HP, if you are doing just the second attack she is alive and now awake.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Only the regular stab out of protest. As the others wanted an interrogation, I cancelled the CDG.


SO so she is still alive with 5 HP, she won't give up either and it is Gran't's turn


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Slumber hex is powerful against stupid creatures. In every group of bandits, one can kick the other who fell asleep. It's losing two actions then. Besides you can only CdG if you can either take the AoO, or noone is around to hinder you. And it's a full action, you you need to stand next to the one to be killed to start with. It is tremendously powerful vs. single opponents with weak saves though.


For sure, I really should have thought about it for this AP though as Giants don't have the best will saves really. Oh well, just have to burn the witch I guess eh?


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Slumber hex is much like having a brawler in the party... It makes encounters with small numbers of creatures very easy for a party and hard on the DM.

But there are very simple ways around it a Foxy pointed out.
Things like a hoard of kobolds would roll right over the slumber hex, as would Intelligent creatures.

It also don't help that I've been playing a LONG time and enjoy building optimized characters.... So things that are clearly more powerful pretty much jump off the page when I look at them.

Normally I rein that in at least a little bit, but given I'm filling the Divine and Arcane caster rolls in the party... I decided to let my inner min-maxer lose on this one.

If anything becomes a problem, just let me know and I'll change Lanneth.

As for burning the witch....
Possible if you catch me, as I still only have a bad AC...
Speaking of that... So if I"m going full witch, Can I get my hands on a broom of flying someplace down the line? After all what witch doesn't fly around on their broom?

Not that this would help in dungeons, which I'm guessing there will be lots of down the line.


I have been playing for almost 20 years now, I agree that optimized things will always stand out.

I will not punish you for playing your build, nor would I have my NPCs specifically target you right away unless it made sense.

As to the Broom one does come along later.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Flying hex at 5th level. Buy a standard broom for flavor.

Also I noticed you're holding back already. You didn't use all the evil eye preparations I gave you. Optimaized for killer team! Move up, evil eye, slumber hex, coup de grace. Add persistent hex for second try on same target, and everyone is dead.

I just don't have proficiency in a a high crit modifier light weapon like the kerambit or the fighting fan to further optimize that. ;)

But Balder coud take over the CDG role with a scythe.


He is already using a large wpn so his 2d6, plus the Scythe doesn't feel as cool since he has a legendary wpn already.

Aggrimosh crit: 4d6 + 16 ⇒ (1, 2, 1, 5) + 16 = 25
Scythe Crit: 8d4 + 28 ⇒ (4, 1, 2, 1, 4, 4, 3, 4) + 28 = 51


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

But you see how anyone would need a minimum DC46 fort save, vs scythe CdG? Once you're past that Balor's will save for Slumber Hex, there is only a save vs. death on a nat 20.

And being the harbinger of deat, with a scythe and a black hooded cloak would be pretty cool. ;)


That is true, the Balor has spell resistance but I guess Hex's don't need to worry about that?

I could just use lots of elves or half elves


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

It's an SLA, so yes, that is an issue too.


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Oh I have fly hex. I just haven't seen a need to use it yet.

If only protection from arrows was on a witches spell list, that would make flying even more effective.


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

I'll be on the road traveling starting tomorrow and not returning until Tuesday of next week. I will try to post if I can, but I have no idea of internet access throughout all this trip. As such feel free to bot me for the next 6 days if I don't respond within 24 hours.


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5

Hey everyone. Sorry for going missing again. Real life i kicking me in the nads.
I'm overwhelmed with work, which is chewing up a lot of my time. Family issues, which isn't so much distracting each day but emotionally is talking a bit of a toll, and currently looking for a new place to stay as I've been crashing on the floor on a camping mattress since January so I'm perpetually tired all the time. Hopefully a move will help me get some kinda equilibrium again.

And I hate having to go silent and leave you guys hanging all the time, so I think it best to count me out of the game till further notice. Might be able to come back in in a couple months as I was really enjoying the games I'm currently in, but I'm always too mentally exhausted to post and read through the posts.

I've been agonizing over posting this for the past two weeks but think it's for the best for now.

Sorry again. Hope everyone understands.

Best
-S


It is fine may, real life takes priority all the time.

Get better and come back as we will be here regardless somewhere on the Forums

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