GM Raltus' - Slaying Giants

Game Master Raltus

Maps l Hand outs l Lootz


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

Will be getting precise shot so I can now use my bow effectively.


How else do you want to flavour it? I like the idea of the RP since Yorikata is her own PC


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

Leveled up. Hopefully the start of wonderful ranged combat shenanigans.


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)

Ok Leveled up:

Witch 3
HP + 6
Ref: +1
Fort: + 1
Two new spells: Cure Moderate Wounds, Glitterdust
Feat: Extra Hex
Hex: Cackle
Skills: A bunch including Fly.

I also updated the loot sheet.

Also a couple things:
1) Technically my Familiar can deliver touch spells for me. - Do we just ignore that for this campaign? Or do we let Yorikata give an extra action to deliver touch spells if we choose to use it?

2) As for Learning new spells, maybe Yorikata needs to study the scrolls? I'm sure she will LOVE having to sit still for a while memorizing stupid formulas rather then playing or sleeping.


I think of we allow a PC to deliver touch spells as a third action it might get a bit crazy.

Lets hold off for now and we can think of something in a bit.

I like the idea of you teaching her the correct wording and such, not extra rolling just some RP


(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
Lanneth wrote:

Done... Now I have to level up tonight....

But I know what I'm doing.... Feat will be extra Hex: Cackle. Clearly all this fighting has snapped something in the elf's head.

Mechanically Misfortune becomes much stronger because I can keep it up.

Oh and Yorikata how do you feel about eating a scroll of summon swarm? Yum, Yum!!!!
Unless for flavor we want to change how I add scrolls to my familiar.

I'd love to play out this "eat your scrolls, they are healthy for you." with the broccoli face on Yorikata. :P

As for touch spells at first I thought we should keep it with me having the ability while in fox form and stay with the actions.

But Lanneth has a point here. If she had a familiar of her own, it would have actions of its own. So giving me a free action to deliver a touch spell before going on with my own actions wouldn't be much of an advantage here.

Best case situation to abuse this would be if Lanneth stood behind me, casting touch spells and I deliver them with a much better attack modifier than she, or a normal familiar would have. But as witches are not about touch spells, the most probable outcome would be for me to deliver buffs or healing to the party, with Lanneth staying out of the fray.

Also it would be limited by the fact that Lanneth has to be in contact with me while casting. As I try to flank, we would have to set this up and break my routine to get sneak attacks, which nerfs this ability.

Summed up I'd say it would be a nice boon to get the ability to deliver touch spells for Lanneth as a free action in any form without it being a real advantage in sum over having a familiar separately. Just less of a drawback from not having a separate familiar.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.


True plus you are already using your own movement for getting around so you may not always be in a good spot.


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)

Actually, using Yorikata tumble into melee to deliver a healing spell would be quite nice.

I sure as heck don't want to be anywhere near melee combat, as I doubt I'll ever have a decent AC.


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

Could Yorikata have a familiar so she could deliver touch spells while delivering touch spells?


M Oread Kinetic Knight 4____HP 28/39

Yo, we heard you like touch spells...


(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

Two ways to get that done without Yorikata running back and forth are
1) Spectral Hand (2nd level spell)
2) Scar Hex (being able to deliver (Heal-)Hexes to the one scarred over a really long distance)

But 1) only becomes interesting once a 2nd level spell is something you don't care about anymore and 2) costs a feat for using it once a day per character, two times if you take the greater healing hex later on.

So playing reverse fetch with Yorikata seems to be the best option for now.


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 really don't plan on doing this often...
So Let's worry about this when I have a spare hex/feat/2nd level spell to spare.


(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'd say, the loot will not run away, and the wood no longer burning might be an additional boon. Of course that kind of logical argument is not helping with the railroad of the AP :P


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

Levelled up. Took Power Attack and Knowledge Engineering and added points to Stealth and Intimidate.


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 thought you were taking spring attack, would be useful against that giant.... But Power attack is pretty important for a strength based fighter.


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

Can only get Spring Attack next level. Need a BAB +4 for it.


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

potions of cure light wounds (2), acid (2),
caltrops; javelins (3), orc double axe, scabbard of honing, 36 gp


(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

@Lanneth
You've seen that I handed you the magic stick to heal me and Balder? I wouldn't want to run into the next group of orcs without full HP.

I'm at 4 damage.


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)

Done.


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Lots to Read, I will also give 1 minute of prep time before the battle starts, this is long play smart, "bodies" will be left on the battle field but turned upside down, they are dead and count as rough terrain. Also a new map is up for this fight.

Sharpened Stakes: The easternmost barricade is equipped
with sharpened and splintered wooden fences that Omast
salvaged from the wreckage of nearby homes. A PC can
ready an action to impale an incoming attacker on the fence
posts as though readying a brace weapon against a charge.
If readied in this way, the fence posts deal 2d8 points of
damage to an orc that ends its movement on the barricade
in a square threatened by the PC.

Barricades: Two barricades have been set up on the
hill leading toward the western gate. The barricades are
approximately 3 feet high and 5 feet wide. A barricade has an
AC of 5, hardness 5, hp 20 per 5-foot square, and a break DC
of 20. It costs 2 squares of movement to cross a barricade. A
barricade provides cover, but only to creatures within 30 feet
of it. An attacker can ignore the cover if he’s closer to the
obstacle than his target. See page 195 of the Pathfinder RPG
Core Rulebook for more details on low obstacles and cover

Flaming Boulder: A large boulder that came crashing into
Trunau not long after the raid began sits in the middle of
the hill between the two barricades (area L11a). The boulder
is nearly 10 feet across, and the PCs can roll the stone down
the hill (toward the gates) at almost any angle. Additionally,
the boulder picked up some of the same alchemical reagent
that set fire to the trees in area L8, and can be ignited with a
torch. Starting the boulder on its journey downhill requires
a move action and a successful DC 13 Strength check. The
boulder travels in a 10-foot-wide line, attacking all creatures
in its path. The boulder has a melee attack bonus of +10; on
a successful hit, it deals 3d6 points of bludgeoning damage
(plus 1d6 points of fire damage if it’s on fire). In addition, any
creature struck by the boulder must succeed at a DC 10 Ref lex
save or be knocked prone. The boulder crashes through any
barricades in its path, but comes to a halt when it hits a sturdy
solid object such as the inner quarter’s wall

Rolling Logs: Two bundles of logs have been lashed to the
western side of the westernmost barricade, one on each side
of the road (areas L11b). This timber can be cut loose to roll
downhill with devastating effect. Releasing the lashings
of one of the log bundles requires two full-round actions
(thus, releasing a bundle takes one character 2 rounds, and
two characters 1 round; four characters could release both
bundles in 1 round). Alternatively, a bundle can be released
as a standard action by dealing at least 2 points of damage
to the lashings with a slashing weapon. When unleashed,
a bundle of logs tumbles down the hill in a 20-foot-wide
line, attacking all creatures in its path. A bundle of rolling
logs has a melee attack bonus of +15; on a successful hit, it
deals 3d6 points of bludgeoning damage. In addition, any
creature struck by the logs must succeed at a DC 15 Ref lex
save or be knocked prone. The rolling


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)

Just to be clear, I have my 2nd level spells memorized correct?
You said we got them when we leveled up, but I wanted to make double sure before I used one in the next combat.


M Oread Kinetic Knight 4____HP 28/39

How many people are at the barricade? Can we get someone to the inn and back in the 1 minute? Or do we just assume that we have been carrying all the loot the whole time spread out so as to not slow anyone down?

Would I be correct in saying that that red square is the only entrance from the front here?

How much difficult terrain can I make with my basic geokinesis?
I can move 270 pounds of rock/earth over 9 rounds. I am going to spend an early round accepting a point of burn to attune my shield.

After I take the burn I will be at 21/30hp. Anyone mind me topping up on some of our potions?

I was thinking a good idea might be for me to play tank, with an ac of 23 (25 if we can get the scroll of barkskin off on me).

The rock thing says it stops if it hits anything solid. I can try build a bit of a wall to stop it in the gateway, we use it to crush the first few orcs and narrow their entrance. I can then move into the gap left and then physically block the orcs.


(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'm not built for frontline combat. Best bet would be to try taking down orcs together with Lanneth. Everyone who makes it over the fence gets sent to sleep and coup de graced. But that would only work if someone helps with the killing. Besides that, I'll never do reasonable damage in front line combat and I'm fo rsure not standing in front of the barricade to hold off a storm of orcs.

And I'm not proficient with any of the weapons offered here.


Yes you have your second level spells memorized

You have exactly 1 minute or 10 rounds to prep, I know that you aren't proficient with those weapons but they have cool properties and if Yori just stands with the reach weapons she would be finish.


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

Dain can shoot reliably now with his Hate/FE and his long bow will be quite useful. Using the polearms is good for poking people who come over the top

Now is the time for us to dip into any tossables like alchemist's fire and such. Yokikata can use those.


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 can glitterdust a group once to do a area of blindness on something particularly nasty. (Like if we get a group of spellcasters at range or something) I figure other then that my best bet is to Hex every round.

Also: I can heal with the wand. Which Gran't' if you are hurt I'll heal you now to start.

So unless you tell me otherwise, I plan on acting as support and leaving the damage to you all.

If I had to, I could use my Longbow for damage.... But I'm guessing acting as support will be more helpful then any direct damage.


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

We got some smoke sticks as well. I think we're just about at the level of ability where the toss able alchemy stuff starts becoming very inefficant so we should use it all now


M Oread Kinetic Knight 4____HP 28/39

Burn every consumable we have if need be.


M Oread Kinetic Knight 4____HP 28/39
Gran't' wrote:

How many people are at the barricade? Can we get someone to the inn and back in the 1 minute? Or do we just assume that we have been carrying all the loot the whole time spread out so as to not slow anyone down?

Would I be correct in saying that that red square is the only entrance from the front here?

How much difficult terrain can I make with my basic geokinesis?
I can move 270 pounds of rock/earth over 9 rounds. I am going to spend an early round accepting a point of burn to attune my shield.

Raltus?


The red square is a gate and the only way in yes, there is Omast and your team there at the gate to defend it.

Kurst and his other guards have gone through already and you saw them doing battle with the giant.

So you spend 1 round taking burn, the next 9 to make it difficult terrain. That is fine with me, I am not sure how much 270 lbs of rock/earth would be in terms of square wise though.

Sorry when I am at home I get distracted on other things I can do on my own PC instead of being limited by work


(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

There is also the destroyed tower to the left. If that were not so, we could simply close the gate.


M Oread Kinetic Knight 4____HP 28/39

I understand, that is why I thought I should ask again.

I have no idea how much difficult terrain it would be either.

What about my idea to create a some way to stop the boulder in the gateway? Would that work?


THey would still have 5' on one side of it to move by since the boulder is 10' and the gate is 15'.

The main gates are not available as they have been destroyed that is why the portcullis is down, no one wanted to give Omast the soothe syrup? I did say check your inventory


M Oread Kinetic Knight 4____HP 28/39

I have been going by the spreadsheet and it isn't on there.


M Oread Kinetic Knight 4____HP 28/39
DM Raltus wrote:

THey would still have 5' on one side of it to move by since the boulder is 10' and the gate is 15'.

The main gates are not available as they have been destroyed that is why the portcullis is down, no one wanted to give Omast the soothe syrup? I did say check your inventory

That 5 foot is where I intend to stand.

That way their only way in is physically through me.

So if other people are happy with that I would have created that blockage for the boulder at the gate rather than the difficult terrain.

Also, is someone going to try use the scroll of barkskin, and grease?


No one spoke up and this is going to be long so I pushed a head. those can be done during combat since they will last longer, barkskin will give you 30 minutes the grease is 1 minute


M Oread Kinetic Knight 4____HP 28/39

Has that battering ram been going at the portcullis for this whole minute?


for 30 seconds or so yes.


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

we can take them WWAGGGHHHHHHHH!


M Oread Kinetic Knight 4____HP 28/39

Is the ram a sturdy solid object?


it is just outside the gate but yes, it takes 6 people to operate


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

Any bonuses to going bare-chested, oiling up and leaping into battle with just a dagger?


(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

The orcs must then make a will save and if they fail, they look away, giving them a -2 on AC. How's that?

And all the women get a morale bonus +2 :D


you are referring to Balder though 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)

I don't know Foxy, I think that depends on your charisma.... I've seen plenty of men that will not give all women morale bonuses when they take off their shirt.


(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

If that needs a high charisma, then we'll have to do without in this party .


I am one of those men that won't haha


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

Yeesh I missed a day and a but and there's 20+ posts. Yikes.


(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 wasn't me, was it? :D


To which post are you referring Yori?

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