DM_Scholar's Kingmaker (Inactive)

Game Master Asmodeus' Advocate

May 17th, 4710 AR

Temperature: fair
Noon: 64-69 F
Midnight: 46-50 F

Wind: light-moderate
Precipitation: heavy clouds, light drizzles throughout the day


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Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

Jen has never really been one for frivolous pursuits, but, still, there's this one indelible memory of that nightclub she went to once where good 'ol Gerilius Sampson, flunked Academy mage, had enchanted multi-colored particles of glitter to swirl in clouds around the young, lewdly dressed dancers...

She shakes her head of the memory- one that, unfortunately, has always come into her head with this spell ever since she was dragged out to that club- and flexes her fingers before beginning to move them in increasingly complex movements. The words spill out of her mouth in a rush and she finishes with a wave of her hand towards the area she'd last seen Sneeg.

"Pin him down this time!" she yells, unable to prevent a small note of frustration at her previous spell's lack of lasting effect from sneaking into her voice.


Character sheet

I believe you can choose to cast a spell at a lower caster level, but can you deliberately reduce the save DC? You don't want to blind all of us, but if you can hit most of the room with the spell (including all of the darkened area), that's probably optimal in terms of revealing invisible things. Or did you want to direct it toward the Guthruc/Mr. Blinky area to reveal the other creatures?

Btw, in case she needs it...

Will save: 1d20 + 1 ⇒ (19) + 1 = 20


Character sheet

Btw, Jen, I stuck a 10ft radius template off to the side of the map for you, so you could indicate your target.


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

Yes, if possible I'll cast so that the spell won't blind.

Sneeg is the primary target but as it's not a targeted spell it's always nice if it hits one of the other guys.

EDIT: Oh. Wait. For clarification, in case it's not clear, Jen cast glitterdust. Standard action. :/


Guthruc wrote:
Once found, Guthruc coils as he stares at the empty point in the air. Suddenly, he leaps, attempting to capture his prey midair.
Worm wrote:
You don’t properly appreciate what superhuman strength means until you see someone leap from the sidewalk to the second floor of a building on the far side of the street.

Guthruc leaps seven feet straight into the air, grasping for that invisible thing that he smells. His feet rise above where his head was, though his snake tail still touches the ground.

Miss Chance: 1d100 ⇒ 94

Guthruc's hand closes around something invisible, and he pulls it back down to the earth with him. Guthruc is waaaay outside squeaky voice's carrying capacity.

falling damage: 1d6 ⇒ 2

Guthruc makes sure to land invisible something first, and the high pitched voice goes "Oof!" as it slams into the packed dirt.

Concentration: 1d20 + 0 ⇒ (9) + 0 = 9

The sheet of darkness concealing the staircase dissipates, revealing the yellow fire outlined form of Falgrim Sneeg.

Anyone who posted after Guthruc but had actions dependent on not knowing where Sneeg was (Bright Awn, Undrell) can go ahead and take their turns. (Along with anyone who hasn't acted yet this round(s).)


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

Revised Jen's turn (disregard what just happened, glitterdust remains uncast):

Seeing Sneeg attempting an escape, Jen thinks fast and runs forward towards the base of the staircase.

"Don't you dare, you son of a Balrog!" she yells, and, with the sort of deranged bitterness only a wrongfully jailed prisoner can have, pours everything she has into her spell. With a swish of her hand, shining black liquid spills across the steps, cascading downwards towards the wizard.

Grease, DC=18 (10+SL 1+INT bonus 5+increase of 2 from potent magic). Arcane reservoir points=4-1=3.


Character sheet

We might still need that glitterdust for these other invisible things, and remember that Sneeg can teleport, so Greese isn't particularly effective against him. It might stop him from casting this round, since he can't use his standard action after teleporting (unless he has Dimensional Agility).

Mr. Blinky attempts to sink his claws into the invisible thing in Guthruc's hands, then bite a piece off of it.

Claw: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 5 ⇒ (1) + 5 = 6
Bite: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 5 ⇒ (3) + 5 = 8
Miss chance, if it still applies: 1d2 ⇒ 1


Oof!

I was writing the last post I made, but when I sent it Paizo are it. Had to re-write the thing, and didn’t preview before posting (‘cause the dierolls would be the same.) But the die rolls weren’t the same, cause I used d100 instead of d2 for concealment!


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Gah, I'm really sorry, I feel a bit stupid. Is Falgrim Sneeg on the map? I'm not seeing him? Dharak is right next to me right? Where is Sneeg?


I’m the one who should feel stupid; I didn’t update the map when I had a keyboard.

reflex: 1d20 + 6 ⇒ (9) + 6 = 15

The glistening black fluid coats the stairs, and Sneeg loses his footing. He lands heavily on his side, and then slides headfirst down the steps.

falling damage: 2d6 ⇒ (1, 6) = 7

His bumpy ride comes to an end at the base of the stairs, at Bright Awn’s feet.

On the map, the darkness should be gone and Sneeg should be prone at the foot of the stairs. If someone could do that for me, it’d be much appreciated.


Character sheet

Do the commandos get AoOs as Sneeg falls past them?


Character sheet

Since he's prone and on the grease, I think that would be his flatfooted AC minus 4, so pretty easy to hit.

Edit: Since you mentioned being keyboard-challenged for a while, and we have access to the kobold's stats (and making things easier for the DM is always a good thing), here are some rolls. Feel free to use them or not as you see fit.

Rapier: 1d20 + 4 ⇒ (12) + 4 = 161d4 - 1 + 1d6 ⇒ (4) - 1 + (2) = 5
Rapier: 1d20 + 4 ⇒ (3) + 4 = 71d4 - 1 + 1d6 ⇒ (2) - 1 + (5) = 6


Character sheet

Oh, did Happs and Dharak have reach weapons? If so, they should also qualify for AoOs.


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

As of THIS post, Awn should be on the square labeled "up"...

Awn looks down at Sneeg. The woodborn smiles, a wolfish crease in his features that appears to be mostly teeth and illwill.

"Hello Falgrim."

Then stabs at the man with his blade.

Stabbity!: 1d20 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10 (+2 Str, +2 BAB, +1 enhancement)
Stab!!!: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6 (+3THF, +1 enhancement)

His smile falters, and he wrenches the stuff of fate, attempting to drive the point of his blade closer to the fallen wizard.

Immediate Action: Second sight (+2 due to Aura of second sight)

[Five uses of second sight left]


Unless I’m very much mistaken, the kobolds aren’t anywhere near the wizardy action, being, rather, in the vicinity of Iorskan and the elemental. There is, though, a human bandit with a melee weapon who could attack. Using the first attack roll with his modifier, though, he’ll hit Sneeg when he’s prone.

damage: 1d10 + 1 ⇒ (5) + 1 = 6

Bright Awn hits him while he’s prone, too. He’s taken 30 damage, by my count.

Sneeg sees Bright Awn raise his sword to strike, and tries to roll out of the way. Instead he rolls into the attack. The perils of fighting a clairvoyant. He kicks out at Bright Awn’s weapon, trying to take the hit with his sturdy boots, trying to foil Bright Awn’s edge alignment before the woodborn guts him.

The wizard’s slowing up, just a bit. Too many minor injuries adding up, too little time to catch his breath. Still, he takes a moment to respond, unwilling to seem like the one in the dark.

“Hello Bright Awn,” he gasps.

EDIT

NPCs are up, methinks. I’ll get a post up for them ... this evening? :( I’ll try.


Character sheet

Those icons are bandits, not kobolds. My mistake there. Also, Jen's icon is currently on top of one of them for some reason (it was one square to the right when I posted yesterday).


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

I just realized that Jen should probably be closer to her grease target and have a clearer line of sight, so I moved her after the fact. Sorry for any confusion this may have caused.


Character sheet

Most of the confusion comes from the fact that you moved to a square that an NPC is already standing in, and in doing so, covered up his icon.


Ozara "Ozzy" wrote:
Most of the confusion comes from the fact that you moved to a square that an NPC is already standing in, and in doing so, covered up his icon.

Her icon, actually. That's I-forget-her-name, the butcher of some glade or other. Honestly, though, seeing as she's still nauseated and not capable of taking useful actions, you can just stand on her. No one cares. She'll be back in ten levels, levels she took in Ranger, favored enemy (Undrell). Teach you to stand on people. But no use worrying about that now. :-)

Falgrim tries to focus on conjuring a fiend to fight for him without exposing himself to Bright Awn's sword and Dharak's ax. He's worried, because the only spell he has left that could possibly be useful in this situation is also his most difficult spell to cast.

Concentration: 1d20 + 16 ⇒ (18) + 16 = 34

It seems the dice gods have eased up on Falgrim at last.

1d3 + 1 ⇒ (2) + 1 = 3

The noise of three howlers screaming fills the enclosed space. Two of the spiny creatures come into existence pressed up against each other to fit. (Taking squeezing penalties) Another materializes inside Nugruh's cell (Reflex save against the grease that's still there: 1d20 + 6 ⇒ (17) + 6 = 23).

Will DC 12:
Howl (Su) A howler's constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature's howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers' howls until the current howler curse is lifted. This is a sonic mind-affecting effect. The save DC is Charisma-based.

Howler Howl: Curse—howl; save Will DC 12 negates; frequency 1/hour; effect 1 Wis damage; cure 1 save.

Will DC 12:
Howl (Su) A howler's constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature's howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers' howls until the current howler curse is lifted. This is a sonic mind-affecting effect. The save DC is Charisma-based.

Howler Howl: Curse—howl; save Will DC 12 negates; frequency 1/hour; effect 1 Wis damage; cure 1 save.

Will DC 12:
Howl (Su) A howler's constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature's howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers' howls until the current howler curse is lifted. This is a sonic mind-affecting effect. The save DC is Charisma-based.

Howler Howl: Curse—howl; save Will DC 12 negates; frequency 1/hour; effect 1 Wis damage; cure 1 save.

For expediency's sake, I'm asssuming that your allies all make their saves and your enemies fail them. Sneeg is at -2 Will from accumulated wisdom damage.

Sneeg screams out in Ayssal.

Abyssal:
"Kill the old one, the blue one, and the grey one! Don't bother with the others, work quickly!"

The howlers howl something that might be assent. Sneeg can only hope. Mind racing, trying to think of creative uses for his remaining spells, Sneeg steels himself to hold out until the howlers can relieve him.

Sneeg's familiar is too busy being torn to pieces to notice what's going on with it's master.

Miss chance still applies, presumably because the familiar can still dodge to some degree?

1d2 ⇒ 2
1d2 ⇒ 1

Not that it's being torn to pieces very effectively. Mr. Winky is surprised by the invisible something's resistance to being chewed on. Invisible thing has taken 4 points of damage through it's DR so far.

The familiar attempts to use one of it's innate fiendish powers concentration: 1d20 + 6 ⇒ (2) + 6 = 8 to no avail.

Nugruh finishes his summoning spell, bringing 1d3 + 1 ⇒ (1) + 1 = 2 earth elementals into existence inside the walls around the howler in his cell. He then withdraws past Abaos, putting other people between him and the demon. "I can heal you if it mauls you," he says by way of apology, "you can't heal me."

Nugruh's elemental strike out at the howler from within the walls.

+flanking vs flat footed: 1d20 + 8 ⇒ (20) + 8 = 28 damage: 1d6 + 4 ⇒ (2) + 4 = 6

confirmation: 1d20 + 8 ⇒ (10) + 8 = 18
1d6 + 4 ⇒ (5) + 4 = 9

+flanking vs flat footed: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d6 + 4 ⇒ (2) + 4 = 6

Howler 1 has taken 21 damage.

quills: 1d4 + 1 ⇒ (4) + 1 = 5
quills: 1d4 + 1 ⇒ (3) + 1 = 4

reflex: 1d20 - 1 ⇒ (12) - 1 = 11
reflex: 1d20 - 1 ⇒ (20) - 1 = 19

Elemental 1 is sickened.

Meanwhile Speaking of elementals, Iorskan's fighting one.

His genius ploy must have worked (or the elemental can't see through walls) because the elemental doesn't realize that Iorskan's waiting for him!

The dragonling's readied attack slays the rock monster, but, horrors! This one dissolves too! Where's all the food?!

Dharak turns his back on the spine monsters with the casual demeanor of someone who's practiced in ignoring things outside his sphere of influence. He takes a swing at Sneeg instead.

Power Attack against prone: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19 damage: 1d12 + 4 + 3 ⇒ (3) + 4 + 3 = 10

The half-orc lines up an attack and then drops his heavy weapon on the wizard. Sneeg sees the choreographed attack coming and uses his staff to intercept, taking some of the weight out of the swing. The wizard's slowed down by too many injuries, he's half as fast to react to attacks, half as fast to dodge. If this keeps up much longer, someone'll get something lethal past his defenses.

Meanwhile The kytons continue their attempt to exit the ensnaring blanket.

escape artist: 1d20 + 9 ⇒ (3) + 9 = 12
escape artist: 1d20 + 9 ⇒ (3) + 9 = 12
escape artist: 1d20 + 9 ⇒ (19) + 9 = 28
escape artist: 1d20 + 9 ⇒ (14) + 9 = 23

Two of them work their way free! They target Ozzy, jagged blades tearing into fetchling flesh.

gore: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d4 + 1 ⇒ (3) + 1 = 4
gore: 1d20 + 4 ⇒ (19) + 4 = 23 damage1d4+1[/dice: 1d6d1d2 ⇒ (1, 1, 1, 2) = 5

Patton is unwilling to attack the howler at melee range, wary of it's bristling spines. Happs, however, is intent on fighting his way through to the wizard.

to hit: 1d20 + 4 ⇒ (7) + 4 = 11 That'll hit while it's squeezing. damage: 1d8 + 2 ⇒ (8) + 2 = 10

quills: 1d4 + 1 ⇒ (4) + 1 = 5 Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

Happs deals the fiend a telling blow, but got quilled in the process. He tries to fight throw the pain, but it's pretty godsawfully agonizing. Happs is down to ten hitpoints, and is sickened. Howler two has taken ten damage.


Character sheet

I don't think you are allowed to summon creatures where there isn't adequate space for them (like when they have to squeeze). Same rules that prevent summoning a shark on land, or an elephant in the air above the enemy.

Also, the damage roll is messed up on that second gore attempt.

Also, I rolled a 21 on my grapple check. I would think that would have been enough to re-pin at least one of them...

Also, I don't think the howlers' howl is actually a constant ability like an aura. It's a supernatural ability, and "Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s description)". The text does say "constant howling", but that reads like flavor text (presumably to indicate that they use the ability frequently), and is not in the actual stats for the ability. If it's a standard action, they have to wait until next round to do it, because of the text of the Summon Evil Monster feat (which I'm now pretty certain is what Sneeg is using).

Round 7

Mr. Blinky continues to attack the thing that Guthruc is holding.

Bite: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 5 ⇒ (4) + 5 = 9
Claw: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 5 ⇒ (3) + 5 = 8
Claw: 1d20 + 5 ⇒ (6) + 5 = 111d4 + 5 ⇒ (2) + 5 = 7
Miss chance: 3d100 ⇒ (41, 45, 34) = 120

Need clarification on how Ozzy's attempts to grapple are going before deciding how she should continue...


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!
Evil DM wrote:
The howler is least resistant to mind effecting spells, and, being large and not particularly agile it is easily hit with touch attacks. Not that it matters anymore (unless you meet another one).

Definitely no chance of that happening! ^_^

As our gracious DM has allowed, Jen conducted several daring missions to retrieve her possessions while incarcerated.

Nobody has wanted to say anything and, for that, Jen is glad. She really is something of a pitiful sight what with her tattered robe pockets overflowing with small objects, her frail frame strapped with larger ones. A ten foot pole is strapped to her back and, over it, a rolled up bundle of ten square feet of canvas.

It's the latter that she turns to, though, when faced with her hated jailer.

Her blood boils. Does he think she can't understand him? Feel free to read that even if you don't speak the language. It doesn't matter.

Abyssal

Spoiler:
"No, I think we'll be killing the ugly scarfaced one!"

Hitting the release on the strap, she lets canvas unroll as she chucks as much of it as she possibly can onto Sneeg.

Combat Manuever: 1d20 + 0 ⇒ (12) + 0 = 12

Correct me if any of that doesn't work and I'll redo my turn.


Character sheet

What is Jen trying to do? Dirty trick?


Ozara "Ozzy" wrote:

I don't think you are allowed to summon creatures where there isn't adequate space for them (like when they have to squeeze). Same rules that prevent summoning a shark on land, or an elephant in the air above the enemy.

Creatures can’t be summoned in a environment that can’t support them. This is a tad squished, but the air is plenty breathable and they aren’t falling to their deaths.

Quote:
Also, I rolled a 21 on my grapple check. I would think that would have been enough to re-pin at least one of them...

Somehow missed that; ignore everything about the kytons escaping the blanket. Instead, two of them work their way out of the pin.

Ozzy wrote:
Also, I don't think the howlers' howl is actually a constant ability like an aura. It's a supernatural ability, and "Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s description)". The text does say "constant howling", but that reads like flavor text (presumably to indicate that they use the ability frequently), and is not in the actual stats for the ability. If it's a standard action, they have to wait until next round to do it, because of the text of the Summon Evil Monster feat (which I'm now pretty certain is what Sneeg is using).

Typically the first line of a special ability is something to the effect of, “as a standard action x creature can ...”. Instead, I’m reading “constant howling”. I did, however, miss the line about the effects not being cumulative.

Jen Undrell wrote:
Definitely no chance of that happening! ^_^

No chance whatsoever!

What’s the combat maneuver check for? If you tell me what you’re trying to accomplish I’ll tell you how I’ll adjugate it. (‘Though, a twelve won’t beat Sneeg’s Combat Maneuver Defense even while he’s prone. That’s ... the only use he’ll ever get out of his twelve strength, probably.)


Character sheet

Also round 6

Ozzy continues to continue to struggle try to keep the kytons contained.

Don't they take any penalties to an escape artist check for being pinned? It's a dex-based skill, and pinned creatures lose their dex bonus (the condition does not specify that it is just their dex bonus to AC). It wouldn't matter for the higher two checks this round, but it would mean that only one escaped the pin last round.

Actually, the grappled condition also imparts a -4 to dexterity, and it also doesn't specify "to AC". Stacking this with the loss of their original bonus is almost enough to make all of the escape attempts last round fail, not to mention that it makes the checks to re-pin them significantly easier.

With the blanket covering their eyes, they're also effectively blinded, which is "a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks"

Also, I'm assuming if she can go a round without any of these things escaping the pin, she can tie this thing off and rejoin the fight. Could she also swing the bundle as a weapon, damaging the target AND the kytons inside (whose reflex saves are severely crippled due to being tied up and effectively blinded)? Maybe even doing some extra damage to the kytons from the howlers' spines if she used it on them...

Grapple: 1d20 + 5 ⇒ (9) + 5 = 14

DM_Scholar wrote:
Ozara "Ozzy" wrote:

I don't think you are allowed to summon creatures where there isn't adequate space for them (like when they have to squeeze). Same rules that prevent summoning a shark on land, or an elephant in the air above the enemy.

Creatures can’t be summoned in a environment that can’t support them. This is a tad squished, but the air is plenty breathable and they aren’t falling to their deaths.

Agree to disagree on that one, I guess. You're GM, but don't expect that to work in my game.


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

Jen's trying to throw the canvas onto Sneeg so that his struggling in the grease will result in him getting tangled up in it. It should also restrict casting (somatic) capabilities and allow Iorskan or someone with lantern oil to set him on fire.


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Round 6

Guthruc instictinctively coils around the invisible fiend as he draws an ornate dagger from his belt. He stabs the brat while tightening his embrace.
maintain grapple: 1d20 + 10 + 5 ⇒ (19) + 10 + 5 = 34
I could be sworn that was a viper and not a constrictor snake...
damage: 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Ozara "Ozzy" wrote:


DM_Scholar wrote:
Ozara "Ozzy" wrote:

I don't think you are allowed to summon creatures where there isn't adequate space for them (like when they have to squeeze). Same rules that prevent summoning a shark on land, or an elephant in the air above the enemy.

Creatures can’t be summoned in a environment that can’t support them. This is a tad squished, but the air is plenty breathable and they aren’t falling to their deaths.
Agree to disagree on that one, I guess. You're GM, but don't expect that to work in my game.

Not to mention they're howlers with Giant Quills. But again, GM ruling.


Character sheet
Guthruc Shic'la wrote:
Not to mention they're howlers with Giant Quills. But again, GM ruling.

That's a good point. Do they at least deal quill damage to each other, squeezing together like that?


Character sheet

Can we get those guys in the tunnel to at least advance into area C so that there is less empty space for Sneeg to summon things into?


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Sorry for not knowing what round Awn is acting on, and posting now so folk don't have to wait while I sleep...

The hairsbreadth contraction of Awn's eyes and the greater fading of his wolf smile attest to his dismay that Sneeg knows exactly who he is. If there is one thing a soothsayer doesn't like, it's his enemy saying...sooth.

He reacts accordingly, stabbing again...knowing innately that his own effort is fateful enough to strike the burly spellcaster...

You!!!!: 1d20 + 2 + 2 + 1 ⇒ (13) + 2 + 2 + 1 = 18 [+2 Str, +2 BAB, +1 enhancement]
Die!!!: 1d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11 [+3 THF, +1 enhancement]

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Abaos' eyes go big as the howler emerges inside the cage. Taking quick action, he does the one thing he can think of to help stop the monster- he shuts the door, and locks it, hopefully trapping the thing inside.

Bleeding Damage: 1d2 ⇒ 1


Guthruc wrote:
Not to mention they're howlers with Giant Quills. But again, GM ruling.

Fair.

quill defense: 1d4 + 1 ⇒ (2) + 1 = 3
quill defense: 1d4 + 1 ⇒ (3) + 1 = 4

reflex: 1d20 + 6 ⇒ (17) + 6 = 23
reflex: 1d20 + 6 ⇒ (6) + 6 = 12

The howlers jostle each other with their Giant Quills. Howler 3 (the one adjacent to Iorskan) is sickened.

As the howler charges forward, Abaos acts quickly and closes the door on it.

DM Scholar wrote:
(‘Though, a twelve won’t beat Sneeg’s Combat Maneuver Defense even while he’s prone. That’s ... the only use he’ll ever get out of his twelve strength, probably.)

My bad on that count; while Awn has his aura of second sight up everyone gets a +1 on d20 rolls (if you guys can keep track of that, 'twould be lovely). A 13'll beat his CMD prone.

Using the rules for dirty tricks, Sneeg is entangled for one round, and an additional round for every five you beat his CMD by. (in this case, none)

Undrell throws a bundle of canvas over Sneeg's body. "That's," he gasps as Bright Awn's sword slices a narrow slit in both the canvas and the man beneath it, "juvenile."

Iorskan is up. :D


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

”Rawr!!!!!” FWOOOOSH

Flame Breath, avoiding the party. Hits quill beasts?: 3d6 ⇒ (3, 1, 2) = 6
Ref DC 14 half

If he couldn’t eat...then ALL WOULD BURN!


Mr. Winky continues mauling the invisible thing, hitting with all three attacks. 9 points of damage get through DR

So, here's something of a problem with the Armor as DR, as it stands now. Guthruc currently has his hand wrapped around a feral demon, but since he's wearing hide armor it can't do any damage by biting the orc's hand. That's kinda wonky. How do you guys want to rule this?

The struggling creature pinned by Guthruc bites and claws at it's captor, invisibility ending as the horned red quasit attacks.
claw: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 1d3 - 1 ⇒ (3) - 1 = 2
claw: 1d20 ⇒ 1 damage: 1d3 - 1 ⇒ (1) - 1 = 0
bite: 1d20 ⇒ 13 damage: 1d4 - 1 ⇒ (1) - 1 = 0

None of that gets through your DR under the current rules. Won't bother narrating how it works, 'cause I don't understand how it works.

Guthruc finds that stabbing the no-longer invisible thing is like stabbing a rock; with a terrible grating noise the knife chips a piece of the demon off. It bleeds black tar.

As you watch, the black tar fills the cracks and chips in the demon's body, solidifying when it fits into place. After DR and fast healing, the imp has taken 17 damage total.

Meanwhile The earth elementals continue double teaming the howler in the cell.

Slam: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 damage: 1d6 + 4 ⇒ (2) + 4 = 6
Slam: 1d20 + 6 + 2 - 2 ⇒ (15) + 6 + 2 - 2 = 21 damage: 1d6 + 4 - 2 ⇒ (5) + 4 - 2 = 7

Quills: 1d4 + 1 ⇒ (2) + 1 = 3
Quills: 1d4 + 1 ⇒ (3) + 1 = 4

Reflex: 1d20 - 1 ⇒ (2) - 1 = 1 Both elementals are now sickened.

Howler 1 has taken 34 damage. The howler in the cell is limping on three legs and staggering about, trying to keep it's footing under the relentless barrage of blows coming throw the walls and floor. If the attack continues, the howler will collapse.

The elementals aren't feeling so hot, but no one cares because they're summoned creatures.

The howler in the cell charges forward, attempting to break down the portcullis that was just slammed shut.

Strength Check: 1d20 + 4 ⇒ (8) + 4 = 12

The bars rattle and dirt falls from the ceiling, but it holds for now.

Iorskan wrote:
Flame Breath, avoiding the party. Hits quill beasts?: 3d6 ⇒ (3, 1, 2) = 6

How long is your cone? But even if it's only five feet long, a five foot step will put you in position to hit both howlers without hitting any party members.

Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Snake eyes. :O

The howlers, cramped as they are, are completely blindsided by Iorskan's fiery breath. (Perhaps they failed their Kn. Arcana checks to know that dragons breath fire?)

Howler 2 has taken 19 damage. Howler 3 has taken 10 damage and is sickened.

The howlers attack.

Kill the blue one! Bite attack: 1d20 + 9 - 4 - 2 ⇒ (13) + 9 - 4 - 2 = 16 damage: 1d8 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Kill the blue one! Quill attack: 1d20 + 4 - 4 - 2 ⇒ (2) + 4 - 4 - 2 = 0 damage: 1d4 + 2 - 2 ⇒ (3) + 2 - 2 = 3

The howler, cramped as it is, manages to wrap it's jaws around Jen's arm. She yanks her arm back, tearing long furrows into her flesh. Jen takes 5 damage.

The other howler attacks Ozzy.

Kill the short one! Bite attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24 damage: 1d8 + 5 ⇒ (6) + 5 = 11
Kill the short one! Quill attack: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 damage: 1d4 + 2 ⇒ (2) + 2 = 4

In the cramped quarters, Ozzara is able to evade the tiger sized beast, even while keeping her bag of kytons all wrapped up. While you're holding that thing, you have the grappled condition too.

Nugruh belatedly notices how badly Abaos has been bleeding when the purple-eyed man staggers, nearly falling to the ground.

"Brave thing you did," the druid says while casting a healing spell, eyes on the howler trying to work it's way free of the cell.

Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12

Falgrim has taken 41 points of damage.

Falgrim's thinking that maybe he's taking better than he's giving, so he decides to buy himself some breathing room in lieu of going on the offensive. He disapears from under Jen's canvas in a swirl of purple smoke, reappearing fifty-five feet away behind his desk. Someone with line of sight should probably communicate that. But I'm assuming that someone will as a free action, so that people don't delay their turns until someone does in real-time.

EDIT

Happs and Dharak will attempt Aid Another to boost Jen's and Ozzy's Ac, since they don't have reach weapons to fight the howlers.

2d20 ⇒ (15, 14) = 29

They both succeed.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Abaos is tired. So tired. He's so tired, he can feel the energy slipping away. He tries to grasp at it, but it's like grasping at rain, and he's never been very good at dodging raindrops.

As that stray thought trickles through his mind, he staggers, narrowly avoiding a quill that bounces up against the cage and into the area he was just a moment ago.

So tired, he thinks, and just as his eyes start to drop, suddenly, he blessed with a sudden boost?. Warmth? He's not certain. But whatever it is, it feels good, and he's extremely grateful.

Nugrah wrote:
"Brave thing you did," the druid says while casting a healing spell, eyes on the howler trying to work it's way free of the cell.

Abaos' eyes fly open at the voice. "Don't mention it," he tells the old necromancer. "Now let's just survive long enough to do another."

Looks like Abaos doesn't have LOS to Sneeg

He ponders the strange things inside the cage that seem to be attacking the howler. "Are those yours?" he asks the druid. "Can they hold that thing inside? If it gets out, we're going to be boxed in, and that could be very bad."

And then someone yells something about Sneeg. Abaos looks to Nugrah. "So, think you can get me over there like he does?" he asks.

Sorry for delaying the turn slightly, but I can see Abaos not wanting to do what he's very likely to do without it being a last resort.


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

FWOOOOOOOSH!

DC14 Ref half: 3d6 ⇒ (6, 5, 3) = 14

Thats the problem for vanilla armor as DR. Only worse because at least now little attacks chip away at max DR for the round. Vanilla means that 3000 of those enemies couldn’t hurt him. Experimental rules means that the armor as DR would only protect against the first few and then he’d be ripped to shreds. The only way I know of to avoid attacks bouncing off DR is to go back to regular AC. Which I’m ok with if that is what you decide.


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Awn watches as the wizard *puffs* into smoke and disappears. He sighs. For some reason, he ardently wished to...kill... that man. Perhaps he will be afforded the opportunity again.

Bereft of meaningful options, the woodborn tries to assist Dharak in chopping into Howlers...

"Dharak - there, under the...yes. There. Ish."

Aid Another: 1d20 + 5 ⇒ (5) + 5 = 10


Character sheet

Round 7

Ozzy continues to struggle with the bundle, wishing there was anywhere she could step in the over-crowded room to get away from the howlers' reach. I could use some healing, too...

Grapple: 1d20 + 5 ⇒ (13) + 5 = 18

Is the thing tied off now? Will the kytons be around long enough for it to matter?

Meanwhile, Mr. Blinky sees the invisible man with his glowing outline appear, and lets out an otherworldly roar as he leaps through the air to tear him apart.

Claw: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 5 ⇒ (2) + 5 = 7
Claw: 1d20 + 5 ⇒ (17) + 5 = 221d4 + 5 ⇒ (1) + 5 = 6
Bite: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 5 ⇒ (1) + 5 = 6


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

Jen winces through the pain but manages to shrug it off. She finds the irritating wizard gone again and realizes that she has few options. Her spells are running down and they haven't even seen the deer man himself yet, she can't run anywhere without the Howlers pursuing, the quarterstaff wielded by her stick-like arms would be like tap on the head for one of the massive beasts...

In fact, Jen mostly just got a quarterstaff because you have to have one to be a self-respecting wizard :/

I'm also assuming she doesn't know about the third invisible guy Guthruc smelled.

"This spell is so useless, though," Jen mutters. Nonetheless, she waves her hand in a series of motions that result in a brilliant burst of light in the eyes of the Howler in front of her.

Flare, Fortitude save DC 15


Can I get a concentration check to cast defensively?


Character sheet
DM_Scholar wrote:
Can I get a concentration check to cast defensively?

Or she could just 5ft step into the space that Sneeg vacated...


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

I'm confused, what am I casting defensively against? I mean, I don't see the point of moving because they can come after Jen just as well regardless of where she moves this round, and she clearly heard Sneeg sic them on her.


When you cast a spell within melee range of something that can melee, it provokes an attack of opportunity because you leave yourself open to attack while waving your arms and shouting jibberish. You can choose instead to cast defensively, which means that you’re dividing your attention between casting the spell and dodging attacks. Doing this gives you a chance of expending the spell slot to no effect, but doesn’t provoke.

Much of the time a five foot step can move your character out of melee so that they can cast without fear. Your enemies will likely follow you on their turn, but you can get your spell off before then.


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

On second thought, disregard that previous post.

Jen knows she has limited options but, as the gears in her head churn she realizes the Howlers are far too big to fit in the stairwell. Turning, she runs about halfway up the steps and then, looking over the edge at the ground below, empties the contents of her third and fourth robe pockets onto the space she was previously occupying.

Four-pronged, spiky metal objects clank and clatter together as they spill across the ground.

Whee! Caltrops are fun!

Also, I know there's a bandit in that space, but caltrops aren't designed to injure people when they fall on them; they work because the large amount of pressure from a runner's foot applied to such a small area allows them to pierce the foot and cause injury.

"These things are trying to kill me!" Jen yells, pressing her back against the wall more out of instinct than for any actual use it could possibly provide.


Turning your back on an enemy by moving out of their threatened radius provokes an opportunistic attack as well. (Unless you move out of the threatened radius with a five foot reposition, which you can do while keeping an eye on the people you're fighting.) It'll probably take a couple of fights to get all the rules of Pathfinder's combat simulator down, fortunately as a mage you won't have to bother with most of them. :D

If you want to retake your turn on account of not having known the relevant rules, you can do that (we're still waiting on Guthruc and Abaos before advancing to the next round). (Third time's the charm?) I'll write up what happens if you wanna keep it as is.

One possible future of many:
Attack of Opportunity: 1d20 + 9 - 4 - 2 ⇒ (13) + 9 - 4 - 2 = 16 damage: 1d8 + 5 - 2 ⇒ (8) + 5 - 2 = 11

The screaming quilled monster pounces the moment Jen turns her back on it, tearing at her back violently. [ooc]Take 11 damage, you've 3 hitpoints left by my count. Jen staggers and nearly falls, but manages to escape up the stairs move action retrieve her caltrops from storage standard action and drop them in an adjacent square free action. Jen presses her back against the wall very, very briefly, which is still plenty long enough to leave a great bloody smear on the wall and cake dirt into her wounds.

Meanwhile, Mr. Blinky sets upon the flailing wizard, who ears himself some nasty defensive injuries on his hands and forearms. 54 damage "Bad otherwordly monster! Bad!" he reprimands.

Ozzy wrote:
Is the thing tied off now? Will the kytons be around long enough for it to matter?

Sure, let's say that you've tied it off. Extrapolating from the grapple rules for tying people up, the kytons now need to make a DC 25 escape artist to escape being tied up in the thing.

Abaos wrote:
He ponders the strange things inside the cage that seem to be attacking the howler. "Are those yours?" he asks the druid. "Can they hold that thing inside? If it gets out, we're going to be boxed in, and that could be very bad."

"They are Gozreh's," the wizened druid rasps. "But she who guides the wind and waves lets me make use of them."

He ponders the second question for just a moment. "I believe they can hold it, yes."

Abaos wrote:
And then someone yells something about Sneeg. Abaos looks to Nugrah. "So, think you can get me over there like he does?" he asks.

Nugruh shakes his head. "Not like he does, no . . ." absentmindedly he procures a live spider from within his ragged clothing and rolls it between his fingers. His hand glows with his brown, decay-colored aura, and he presses it against Abaos. "But I can get you over there like I do."

Abaos, you are now under the effects of spiderclimb. The ceiling is fifteen feet up, you should have an easy time walking above the howlers' heads.


Character sheet

She didn't state that it was a 5ft step, but she did only move five feet (diagonally). Retrieving the caltrops probably took a move action anyway, so a 5ft step is the only movement she would have available.


A five foot reposition wouldn't move someone up a staircase, I'd think that a flight of stairs would be difficult terrain.


Female Tiefling Arcanist/4 -> Woah! Fancy stat numbers!

I believe my novice-ness is showing through :/. I don't like that future very much, so... Jen's turn 3.0!

Jen slowly backs up from the Howler as one would from a rabid dog and, as soon as she's moved some distance away dumps her caltrops out on the floor in front of her. She eyes the ascending stairs just five feet away, intending to escape up it if either of the beasts pursues her through her spiky field.


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Snake-guthruc is confused that the dagger isn't working very well, and has been trained to revert to smart-guthruc when not able to understand a problem. Guthruc exits rage.
maintain grapple: 1d20 + 8 + 5 ⇒ (3) + 8 + 5 = 16 I am so glad that grappled creatures take a -4 to dex
"Smart-guthruc", with his whole 10 inteligence decides that he may be of better use elsewhere, not stabbing such a small thing; though that healing ability might be a nice ability to consume. He had bigger, spikier, fish to fry.
Guthruc pins the struggling creature and preps his rope.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Abaos feels a sudden- stickiness, he feels, as the druid casrs his spell come over him. He gets the idea- he's holding a spider, and now he feels like one. Hesistantly, he puts an arm up against the wall he's next to. Surprisingly (to Abaos) it sticks.

"Hey hey!" Abaos yells jubilantly. "Now this is what I call a ride!"

He happily scampers up the wall, making darting jumps from side to side, showing off a little his new moves. HE can see the whole battlefield, from up here- he decides he's definetly spending more time on the ceiling from now on.

"I'm coming for you, wizard!" he crows at the figure off in the distance.

So, by my measure, 20 ft climb speed with a 15 ft ceiling should put me right over top of Ozzy. So, that's where I've moved my character, even though, right now, you cant see me.


Abaos wrote:
So, by my measure, 20 ft climb speed with a 15 ft ceiling should put me right over top of Ozzy. So, that's where I've moved my character, even though, right now, you cant see me.

That's with your move action, you've still got a standard! Keep us posted on what square you're over.

Round 7

Iorskan unleashes another gout of fire over the howlers!

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Reflex: 1d20 + 6 ⇒ (3) + 6 = 9

They're just as taken aback by the second scorching as they were the first, and are unable to position themselves to avoid the worst of the cooking!

Howler two has taken 33 damage, howler three has taken 24 damage and is sickened.

Bright Awn wrote:
"Dharak - there, under the...yes. There. Ish."

Dharak grits his teeth. Hemmed in by the giant monsters, he isn't getting out of this without getting poked. Nothing for it, he decides, but to swing away and hope they die first. "Here goes nothing."

Dharak learns cleave as a move action with martial flexibility, and then cleaves as a standard action.

At Howler 2: 1d20 + 4 - 1 + 2 ⇒ (9) + 4 - 1 + 2 = 14 damage: 1d12 + 4 + 3 ⇒ (1) + 4 + 3 = 8 quills: 1d4 + 1 ⇒ (3) + 1 = 4 Dharak Reflex: 1d20 - 1 ⇒ (12) - 1 = 11
At Howler 3: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19 damage: 1d12 + 4 + 3 ⇒ (4) + 4 + 3 = 11 quills: 1d4 + 1 ⇒ (1) + 1 = 2 Dharak Reflex: 1d20 + 4 ⇒ (12) + 4 = 16

Howler 2 has taken 41 damage and is visibly on the very brink of death (as well as being sickened). A strong sneeze could knock it over. Howler 3 has taken 35 damage.

Dharak lays about him with his axe, hacking away at the demons. Unfortunately, in the process of driving the monsters back, he's punctured multiple times by their quills. Dharak is sickened and has . . . one hitpoint left. The quills are embedded deep in his torso, it looks excruciatingly painful.

Seeing the way it's having a hard time keeping itself on it's feet, Happs Bydon decides to brave the spines and attack howler 3. "Dharak, hold on!" he calls. He's seen half-orcs push themselves too far and die on their feet.

longsword: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d8 + 3 ⇒ (6) + 3 = 9 quills: 1d4 + 1 ⇒ (4) + 1 = 5 Reflex: 1d20 + 5 ⇒ (4) + 5 = 9

Throwing himself into the fray Bydon slays the monster, but earns a spine through his own torso for his trouble. Damaged and sickened.

In the cell, the elementals continue to pound Howler 1.

slam: 1d20 + 2 - 2 + 6 ⇒ (4) + 2 - 2 + 6 = 10 damage: 1d6 + 4 - 2 ⇒ (6) + 4 - 2 = 8
slam: 1d20 + 2 - 2 + 6 ⇒ (14) + 2 - 2 + 6 = 20 damage: 1d6 + 4 - 2 ⇒ (2) + 4 - 2 = 4

The howler struggling to break down the portcullis succumbs to it's injuries.

quills: 1d4 + 1 ⇒ (1) + 1 = 2 1d4 + 1 ⇒ (4) + 1 = 5

Elementals are at 10 and 13 damage, respectively.

The one surviving howler can't reach any of the priority targets, so it instead directs it's attacks towards the dragon that's done the most damage to it.

bite: 1d20 + 9 ⇒ (12) + 9 = 21 damage: 1d8 + 5 ⇒ (2) + 5 = 7
quills: 1d20 + 5 ⇒ (3) + 5 = 8 damage: 1d4 + 2 ⇒ (3) + 2 = 5 Plus a reflex save vs the spines.

Sneeg attempts to cast a spell, concentration: 1d20 + 16 ⇒ (12) + 16 = 28 and succeeds. He provokes an attack of opportunity as he hovers up and hits the ceiling. Casting fly as standard action, using it as a move.

PCs are up!

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