DaJelly's RotRL

Game Master DajellyMan

Straight up PbP run through Rise of the Runelords

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Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

@DaJellyMan: Can you give me your interpretation of what would occur in the following scenario? I was trying to find it on the message boards and the PRD, but I could not find much.

Fraadok uses Monster Summoning to summon a Dire Ape. He then hangs a small pouch of gems around the Apes neck and tells it guard the pouch, as he can speak apeaness. What happens to the pouch of gems when the Summoning Spell expires?


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

It falls on the ground....

(summoning spell is magical energy that calls something form somewhere else (aka the planes) once the magic is over / dismissed / dispelled the same magical energy goes back. Nothing more , nothing less.)

if you called a Solar and he somehow gave you his bow. you would have it for the duration of the spell. and the end it goes Poof back with owner


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

I understand the effects of a summoned creature giving one of it's items to the summoner, but my question was the inverse. I figured someone would say exactly what you did Arthur. ;)

I also know that a Paladin's bonded mount can have barding placed on it, and when it leaves the barding goes, and comes back when the mount is re-summoned. They have explained that this is a function of he bonded mount ability. Heck I have used this ability to place dead party members on, so I did not have to carry them out to be raised later. Just re-called my mount when I got the temple gates.

But what has not been addressed officially is what happens when an Item is given to a summoned creature and the creature leaves at the end of the duration. If you can find and post the link, great... if not I would like an ruling by DM this time.


Game Master

I would go ahead and say that the item goes with the summoned creature, just for this reason:

Say a demon is called up and it breaks the circle. It grabs the party wizard, gives a flash of a smile, snaps his fingers, and teleports back to his plane of hell, taking the wizard prisoner.

Or a fey creature warps in, grabs your backpack while you sleep, and warps back to his chaotic demiplane with it.

I imagine that these creatures are able to take things with them if they so desire. Mostly this is because it opens up a lot of ways for a DM to mess with the party. However, then I suppose what is to stop someone from summoning a pony, jumping on, and then a few mins later just warp away. And that doesn't seem like something I would allow because it negates the use of any teleport spell... hmmm.... I have to say, I am kinda stumped lol.

The main thing for me would be how do you know you are summoning the same ape with your spell each time? The spell doesn't really specify anything about being familiar with your summons.

I do see the other point of view though (the item dropping to the ground as the creature disappears)...


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Ok... I was only asking because it could have been a way to use that Amulet of Vicious Mighty Fists.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

The thing with all your examples Jelly, is they aren't being performed with a Summoning spell, but with teleporting. Summoned creatures leave the way they came, the only exception being that they might leave dead instead of alive. If something doesn't specify that it does something, assume it doesn't unless that wouldn't make any sense. Fx, Dimension door specifies what you can bring with you. If it didn't, it could safely be assumed that your couldn't bring anything at all (other than what you were wearing / holding). Many creatures who can teleport, like the demon fx, often have their spell-like teleport specify that they can only bring 50 lb of stuff, or something like that (too lazy to look up an example)

As for Fraadoks example, that must be a 3.5 Paladin. In Pathfinder, the Paladins mount doesn't reside on another plane. The ability to call the mount is simply so a paladin can stable his mount, go in a dungeon, and then call the mount if he somehow isn't able to return to get it. When this calling is done, the mount teleports to the paladin, meaning that anything its carrying comes along for the ride.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

I could have worded it better, but I was talking about the Pathfinder version of the Paladin... let me try it again... Hehehe

1) Party Member(s) dies in dungeon.
2) Summon Bonded Mount
3) Load up corpses on Mount
4) Leave Mount in dungeon, with or with out food based on expected time to get outside or to a temple.
5) outside Now, Summon Bonded Mount
5a) Bonded Mount disappears, but with everything on it
5b) Bonded Mount apprears with corpses on it
6) Loot corpse for wealth, determine if they will get Raise Dead, Reserection, or Reincarnate. Take appropriate amount of corpse with me to spell caster, bury the rest.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Did a little digging, and heres about as official a ruling as you can get.

James Jacobs has spoken!


Game Master

I get it. Anything from x world returns to x world and if you're from y world return to y world an so on. Like that movie Upside Down if any of you have seen it. (Well it's gravity not summoning but same idea right?)


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

In the process I did find out something interesting. If a summoned creature dies, it doesnt "actually die"...it simply reforms 24 hours later at the location it was in before being summoned...so basically you can summon "Bob the Bobcat" specifically whenever you summon. So say you summon a fiendish creature that can understand you...he would be able to know you whenever you summoned him.

Pretty nifty, especially from a tactics perspective!


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Yes, this does open up some tactics.

Here mister critter, swallow this bomb, now go stand over there. Oh don't worry, you will be gone before it goes off.

Hehehe


Game Master

That is really interesting, and something I had honestly never thought about. Gotta love the messageboards for understanding you actually understand nothing lol ;p.

So it still remains (/sorryfordmimpatience) where would you like to go... door 1 or door 2? one is a pathway to the east of the statue you pulled the ranseur from, one is a pathway towards the south of there....


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Well we have been following the left hand rule, so unless I have gotten turned around somehow, we should go to the east.


Game Master

Both passageways are technically easy. So the upper or lower path?


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Jelly, would it be al right if I swap my Multi Talented racial for the alternate racial Arcane Training?

Fraadok just informed me you cant have a Prestige Class as a favoured class, pretty much making the racial utterly useless for Thalrik.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

I wasn't trying to hose you... I was just curious if there was something I was missing in the rules. Like I said, I would love to be able to do it with a couple of my characters.

I took Magical Knack with one character because I knew I would eventually take levels in a class that did not give me full caster level progression, just so I could make up some of the loss.


Game Master

Yeah, go ahead. Whenever I roll up a half elf I swap out multi talented lol. Arcane training or a free martial/exotic weapon prof is so just much more interesting ;p


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

I wasnt thinking you were Fraadok.

Jelly, the Martial/Exotic Prof racial replaces the free skill focus.


Game Master

Oh yeah. That's also a trait I don't care about ;p


Game Master

Oh! I almost forgot!


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

WOOT!!!! Hell Yea! FF VII!!


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Never played any of the games, but the theme is so iconic, I even anticipated what the link was for -.-


Game Master

sounds like someone needs to download a ps1 emulator and play one of the greatest RPGs of all time o.O.

LOL, at least you picked up on the obligatory boss music.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Im a fan of THIS ONE myself. Really gets the blood flowing while playing!


Game Master

That is amazing, especially when the guitar comes in. How have I never heard of Serious Sam? What is this game, it looks f'ing sweet.

Also, Thalrik, you just kicked ass with that color spray. Its a little upsetting to me. But also kind of cool that it really worked when it needed to ;p


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Serious is a fun game series. It basically like Duke Nukem in alot of ways, with lots of fun guns, macho oneliners and fighting hordes of bad guys, all while wearing nothing but jeans, a t-shirt and sunglasses. Where Sam was different was actually the manner of enemies, with horde rushes being the name of the game (not so much in Duke)

Playing 4 player Co-op was amazingly fun, because the amount of enemies ramped up to ridiculous levels quickly, and you often killed each other with stray rockets and bouncing cannonballs!!

Some of the weapons include (across the series)

- A parrot holding a bomb, which homes in on enemies

- A bomb (super weapon) called "The Serious Bomb", that Sam literally just holds in his hand and lets explode. It clears all enemies, but somehow doesn't damage himself -.-

- A cannon...no literally, its a cannon, pirate style. If you hold down the trigger it "charges the shot" for more damage....somehow. Even if you miss with it, the cannonball will roll around after impact, bouncing off walls and exploding on contact with anything living (including you!)

Most other weapons were the standard rocket launcher, machine gun, minigun and shotguns, with varying designs through the series, my favourite being the Thompson and dual revolvers.

The basic "grunt" enemies were human soldiers who had died fighting the enemy army, their corpses reanimated without a head. A lot of them just used rocket launchers and lasers, but the most fun type, which came in huge hordes, were the kamikazes, headless dudes wearing nothing but sneakers and shorts, rushing at you with bombs strapped the their upheld hands!

Then there were what was basically just a giant bull, which charged at you and would knock you back ridiculous distances (which I sometimes used to get out of huge mobs :P). In one of the games, it was a stuffed rhino with a giant wind up key on its back.

And ofcourse the most annoying (ie. effective) enemy were the Kleer, skeletal warriors with bladed front limbs and hoofed legs, who charged at you while throwing ball-n-chains at you.

Anyway I started rambling about 3-4 paragraphs ago!

First half of THIS VIDEO showcases it fairly well.


Game Master

That looks like maybe one of the most awesome games ever, I will need to check it out.

As a side note, someone in another thread posted a link of this campaign called The Industrious Rogue or something and it was so funny, you guys should all check it out.

(ALSO! Arthur, I was reading your character background and I really love that you are the wood mystery because, well let's just say I have plans that I would like to discuss hehehe.)


Game Master

That threw a wrench in my plans a little bit. Didn't expect the wizard to even try to grapple the BBEG lol! And he got so close, I had to let it happen. I still am laughing about it. Fantastic stuff


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Heh, well I didnt have much else, its was that or draw my dagger and charge.


Game Master

It was amazing, don't sell yourself short. You shall forever be known as the wrestling wizard.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

hehe :)


Game Master

Athur do you wanna smack the enemy with your club, or grapple her? Unfortunately, you cannot do both (not without some feats anyways).

If you do choose to grapple, you will probably have to ask Arthur if it's ok he lets go lol. Or you could both grapple her. Teamwork!


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Oh i am laying the smack down....


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Rip it's wings off... like a fly or gnat.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Thalrick, is this how wizards get new familiars? You have to grapple them into submission?


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Yes, then you hog tie em real good like.


Game Master

edited the last post. As Fraadok pointed out, Thalrik, your CMD is a 13, not an 11.

OMG I CAN'T BELIEVE YOU GUYS JUST BEAT THE BOSS WITH THE WIZARD GRAPPLING HER!


Game Master

per CRB:

Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows:

Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

So, to get to +6:

Tiny creature: -2

DEX 18: +4

BAB: +4 (3 levels witch, +1, and +3 racial)


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Ah, well no need to edit then, since she gets no dex at all while pinned :P

The legend of "Thalrik the Grappling Wizard" is alive and well!


Game Master

#@!%@^ grappling LOL.

So the roll would actually be a 7, and not succeed anyways. Well, there ya go then. I knew there was a reason for everything that I forgot I knew and did on purpose.

By the end of this campaign, people in every town you go to will have "Thalrik the Grappling Wizard t-shirts" and it will become a Saturday children's program. Bards will put on puppet shows in town square every saturday and sunday morning showing all of Thalrik's newest and greatest exploits.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Lol yeah, thats what id be saying to -.-

"It was all part of the plan...honest!"


Game Master

Is Thalrik prepared for the deluge of children and creepy mustachioed adults fawning over him and demanding autographs and tricks on demand and fireworks and then one day you'll have to get a bunch of dwarves to make some halfling steal stuff from a dragon and then find out his nephew has a ring and itll be all bonkers.

Thanks for derailing the entire campaign Thalrik. Instead of saving Golarion, we are forming a fellowship and going to middle-earth.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Theyre taking the hobbits to Isengard ?

Why yes, yes they are


Game Master

@.@ oh no...

Now look what you've started


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Thalrik, you got two dagger you could throw or ready if it casts a spell.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Both of which wont pierce her DR of 5, since I can only deal 4 damage max with em.

Its up to you (and Arthur when he pulls himself together) to start rolling something good and poke her to death :P


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Yup all those death, the horror and the unique spelled out doom have taken their toll on the wanabee happy go lucky wanabee paladin


Game Master

Do you mean the frightened effect? Haha


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Idril, bladed scaf have the disarm and trip feature but don't have reach...


Game Master

He speaks the truth. So, Fraadok, I'm gonna puppet your turn. I'm assumin you wanna just attack again.

Tbh, it is going to take an inordinate amount of time for you all to whittle her health down, and she's out of spells and lost her weapon so... Ima post in a minute and we are gonna get things Rollin on.

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