Dain's King Maker Chronicles

Game Master dain120475

Introduction

This is the Kingmaker Campaign, yet it is filled with many deviations from the boxed set. The "Campaign Information" page is meant as a quick resource to help sum up the thousands of posts quickly.


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Male to kill the six fingered man Duelist/20 years
Shaezon Silverfall wrote:

We may have a misunderstanding. I wanted a bonded ring per the wizard abilities. I believe I've actually used it as such.

As all characters had a "signature item" I thought that's what Mister was. Basically a free improved familiar.

Edit: also I've used the ring power before a couple of times.

3 times that I have found checking to see if you used it as such and was allowed before now.


F Elf Spellbinder Conjuration (teleport) Wiz 1

The ring abilities are mildly amusing, but if it's not my wizard bonded item i really have no use for it.


Shaezon Silverfall wrote:

We may have a misunderstanding. I wanted a bonded ring per the wizard abilities. I believe I've actually used it as such.

As all characters had a "signature item" I thought that's what Mister was. Basically a free improved familiar.

Edit: also I've used the ring power before a couple of times.

Well, I think that is a bit of a misunderstanding, then. It is even stated as your "Signature Item" on your character sheet - and Mister is your familiar. But that said - it doesn't really matter.

For now, you can have it as a bonded item as the wizard. If Ry is invisible - then that's fine.


imimrtl wrote:
Shaezon Silverfall wrote:

We may have a misunderstanding. I wanted a bonded ring per the wizard abilities. I believe I've actually used it as such.

As all characters had a "signature item" I thought that's what Mister was. Basically a free improved familiar.

Edit: also I've used the ring power before a couple of times.

3 times that I have found checking to see if you used it as such and was allowed before now.

I know he used it already in the combat to cast Scorching Ray a second time (it killed one of the green guys earlier)- but even then - a bonded item can only do this once a day. Even so - it's all good. You can use it to cast invisibility at this time.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Dain GM wrote:


I know he used it already in the combat to cast Scorching Ray a second time (it killed one of the green guys earlier)- but even then - a bonded item can only do this once a day. Even so - it's all good. You can use it to cast invisibility at this time.

I never cast scorching ray a second time. I haven't cast scorching ray yet today.


Shaezon Silverfall wrote:
Dain GM wrote:


I know he used it already in the combat to cast Scorching Ray a second time (it killed one of the green guys earlier)- but even then - a bonded item can only do this once a day. Even so - it's all good. You can use it to cast invisibility at this time.
I never cast scorching ray a second time. I haven't cast scorching ray yet today.

apologies - I meant burning gaze.

But it's all good - if Ry is going to be invisible - that's totally cool. She can be invisible - it's all good.


Pick someone within 30 feet of mister. They need to make a ref save DC 16 or take 1d6 ⇒ 4 points of fire damage.


Mister wrote:
Pick someone within 30 feet of mister. They need to make a ref save DC 16 or take 1d6 points of fire damage.

Wait - would you like me to pick, or Arasmes?


Dain GM wrote:
Mister wrote:
Pick someone within 30 feet of mister. They need to make a ref save DC 16 or take 1d6 points of fire damage.
Wait - would you like me to pick, or Arasmes?

Doesn't matter. Mister is reasonably intelligent. He'd pick someone fighting one of his friends. They're pretty distracted anyway. He wouldn't pick someone who would then run over and attack him.

I'm not sure how many round have passed, but I don't think burning gaze has been utilized.


Female Aasimar Druid 7 (Noble)

Round 8

Isani holds action.

******************************

Invisible Ry will make a move.

I'm rather confused but here goes it ... I've not worked with the invisibility spell before so if I make any mistakes, please let me know.

Making a stealth check invisible (if this is necessary, it may not be as I have total concealment?): 1d20 + 5 + 20 ⇒ (11) + 5 + 20 = 36 (Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.)

She walks as stealthily as possible (invisible) passed the summoned hell creature and the purple enemy to position -R-18 and casts stabilize (range 40ft) on Arasmes.


Just one round as far as I know that he didnt use it. He'd probably go for the guy closest to Shae which would be pink guy in U14 i think.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Ariarh Kane wrote:

Round 8

Isani holds action.

Invisible Ry will make a move.

I'm rather confused but here goes it ... I've not worked with the invisibility spell before so if I make any mistakes, please let me know.

Making a stealth check invisible (if this is necessary): 1d20+5+20 (Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.)

She walks as stealthily as possible (invisible) passed the summoned hell creature and the purple enemy to position -R-18 and casts stabilize (range 40ft) on Arasmes.

You did it right. The spell will end if you attack (having to make an attack roll), but you can heal/summon/etc.


Mister wrote:
Dain GM wrote:
Mister wrote:
Pick someone within 30 feet of mister. They need to make a ref save DC 16 or take 1d6 points of fire damage.
Wait - would you like me to pick, or Arasmes?

Doesn't matter. Mister is reasonably intelligent. He'd pick someone fighting one of his friends. They're pretty distracted anyway. He wouldn't pick someone who would then run over and attack him.

I'm not sure how many round have passed, but I don't think burning gaze has been utilized.

It better have been - because I let it be used to kill one of the green guys earlier. Specifically when you wrote about glowing coals in his eyes.

Either way - for now - he also manages to hit the guy in Blue - probably a tough guy - and the guy has to make his Reflex Save.

1d20 + 9 ⇒ (16) + 9 = 25


Dain GM wrote:
Mister wrote:
Dain GM wrote:
Mister wrote:
Pick someone within 30 feet of mister. They need to make a ref save DC 16 or take 1d6 points of fire damage.
Wait - would you like me to pick, or Arasmes?

Doesn't matter. Mister is reasonably intelligent. He'd pick someone fighting one of his friends. They're pretty distracted anyway. He wouldn't pick someone who would then run over and attack him.

I'm not sure how many round have passed, but I don't think burning gaze has been utilized.

It better have been - because I let it be used to kill one of the green guys earlier. Specifically when you wrote about glowing coals in his eyes.

Either way - for now - he also manages to hit the guy in Blue - probably a tough guy - and the guy has to make his Reflex Save.

1d20 + 9

Sorry. I must have missed it. My bad.

Heading to bed soon. My test is at 8am and I want to get plenty of sleep. *fingers crossed*


Mister wrote:
Dain GM wrote:
Mister wrote:
Dain GM wrote:
Mister wrote:
Pick someone within 30 feet of mister. They need to make a ref save DC 16 or take 1d6 points of fire damage.
Wait - would you like me to pick, or Arasmes?

Doesn't matter. Mister is reasonably intelligent. He'd pick someone fighting one of his friends. They're pretty distracted anyway. He wouldn't pick someone who would then run over and attack him.

I'm not sure how many round have passed, but I don't think burning gaze has been utilized.

It better have been - because I let it be used to kill one of the green guys earlier. Specifically when you wrote about glowing coals in his eyes.

Either way - for now - he also manages to hit the guy in Blue - probably a tough guy - and the guy has to make his Reflex Save.

1d20 + 9

Sorry. I must have missed it. My bad.

Heading to bed soon. My test is at 8am and I want to get plenty of sleep. *fingers crossed*

No worries. Well - guess then it is my turn...

Good luck on the test!


GOOD LUCK SHAE!!! ...AND THANK YOU RY!


Female Aasimar Druid 7 (Noble)

Good luck Shae, and Ras you're welcome.


Dhoj and Grod move to flank the Cobra guy.

Grod does his attack

Claw 1
1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17

IF he hits -
1d4 + 8 ⇒ (3) + 8 = 11

Claw 2
Claw 1
1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19

IF he hits -
1d4 + 8 ⇒ (2) + 8 = 10

REND Damage -
1d4 + 16 ⇒ (1) + 16 = 17

Bite
1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17

IF he hits -
1d2 + 12 ⇒ (2) + 12 = 14

The Cobra is killed.


It is now Clari and Kae. I suppose we can wait for them.


Oh - that reminds me -

Brett's fortitude roll -
1d20 + 14 ⇒ (4) + 14 = 18

Brett is able to stabilize. Luckily he doesn't bleed out.


YAY go Dhoj and Grod! Kick ass!


Female Aasimar Druid 7 (Noble)
Dain GM wrote:

Oh - that reminds me -

Brett's fortitude roll -
1d20 +14

Brett is able to stabilize. Luckily he doesn't bleed out.

Yay! Glad to hear he's stabilized.


YAY GO BRETT STABILIZING!


Okay - just need kae and clari to go


Male commoner 1

Isani, A selective Channel Positive Energy could be very helpful, right about now, for several of us...

sorry, just got home, reading and posting


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

is the green guy on Kae still alive?


HP: 47 AC: 14 Hexblade 5

Isani can drop out of delay any time, so Clari holds action for some healing as she is at exactly 0hp and can't do anything till she's got some health.

...when she does get a heal she does this...

DC 16 concentration check to cast Frostbite defensively
1d20 + 7 ⇒ (11) + 7 = 18
and attacks the blue guy from prone.

Spellstrike
1d20 + 7 ⇒ (18) + 7 = 25
for
1d4 + 12 ⇒ (3) + 12 = 15
+1d6 + 4 ⇒ (2) + 4 = 6Non-Lethal and the target is fatigued

Normal attack
1d20 + 7 ⇒ (20) + 7 = 27
for
1d4 + 12 ⇒ (4) + 12 = 16
+1d6 + 4 ⇒ (1) + 4 = 5Non-Lethal and the target is fatigued

How frostbite works:

D20pfsrd.com Frostbite wrote:
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Clari gets 4 touches with the casting of Frostbite and discharges one touch every time she connects with an attack, via her Spellstrike ability.

She is able to Cast the spell and make a regular attack using her Spell Combat ability.

If the first strike hits, the target is fatigued and takes the -2 penalty to dex, so it's AC drops by one.

[edit]
Confirmation rolls
1d20 + 7 ⇒ (19) + 7 = 26
for
1d4 + 12 ⇒ (2) + 12 = 14
+1d6 + 4 ⇒ (2) + 4 = 6Non-Lethal

second attack
1d20 + 7 ⇒ (11) + 7 = 18
for
1d4 + 12 ⇒ (4) + 12 = 16
+1d6 + 4 ⇒ (3) + 4 = 7Non-Lethal


Ka'etil Malas'rae wrote:
is the green guy on Kae still alive?

Of course!


Clari Miali'ahel wrote:

DC 16 concentration check to cast Frostbite defensively

1d20+7
and attacks the blue guy from prone.

Spellstrike
1d20+7
for
1d4+12
+1d6+4Non-Lethal and the target is fatigued

Normal attack
1d20+7
for
1d4+12
+1d6+4Non-Lethal and the target is fatigued

** spoiler omitted **

[edit]
Confirmation rolls
1d20+7
for
1d4+12
+1d6+4Non-Lethal

second attack
1d20+7
for
1d4+12
+1d6+4Non-Lethal

Um - yeah... no - you have 0 HP - I believe... which means you are "disabled" - as described here.

Disabled

A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying.

A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.


I'd highly recommend that Clari tries to get away - but if she wishes to fight - she is welcome to. Now is the chance to reconsider - because you weren't prone - you are Disabled - via 0 HP.


Female Changeling - Osirion Cleric 4/Oracle 3
waiph wrote:

Isani, A selective Channel Positive Energy could be very helpful, right about now, for several of us...

sorry, just got home, reading and posting

Where Isani currently is positioned the only person who will profit from Channel Energy is Clari and no one else as it only has a 30 ft burst.


Isani Isu wrote:
waiph wrote:

Isani, A selective Channel Positive Energy could be very helpful, right about now, for several of us...

sorry, just got home, reading and posting

Where Isani currently is positioned the only person who will profit from Channel Energy is Clari and no one else as it only has a 30 ft burst.

-W, -14. According to my map - if you took a 5 foot step up - you could also just barely hit Kae as well - which would be helpful...

Edit - You'd also just be able to hit Ry, as well.


Male commoner 1
Isani Isu wrote:
waiph wrote:

Isani, A selective Channel Positive Energy could be very helpful, right about now, for several of us...

sorry, just got home, reading and posting

Where Isani currently is positioned the only person who will profit from Channel Energy is Clari and no one else as it only has a 30 ft burst.

although i can move Kae into the range of the channel before Clari goes, get some healz for them so we can keep with the fighting, and try to end this...

SO if Kae goes, isnai drops out of delay, heals kae and clari, we can keep going...

Clari really can't do anything without dropping to -1 hp and startign to die. so she's stuck waiting for a heal


Female Changeling - Osirion Cleric 4/Oracle 3

I'm working something out, please give me a minute.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Take your time
Well, whatever happens, Kae Maces the guy in front of him.

WACK
1d20 + 4 + 3 + 2 + 1 + 1 - 2 + 2 ⇒ (9) + 4 + 3 + 2 + 1 + 1 - 2 + 2 = 20
for
1d8 + 7 + 6 + 1 + 2 ⇒ (4) + 7 + 6 + 1 + 2 = 20

He then takes a 5'step back to -R,-16


Female Changeling - Osirion Cleric 4/Oracle 3

Round 8

Isani decides to 5 ft step to -V-15 and holding onto her ankh, she calls the divine words and symbols and a bright burst of healing energy flows out in a 30 ft radius, toward Clari and Kae and hopefully Ariarh (excluding the evil guys, due to selective channeling). She is not sure where Ariarh is exactly but hopes the channeling reaches her as well.

Channel Energy #6 (4 remaining): 2d6 ⇒ (6, 2) = 8

So Clari, Kae and Ry all get 8 HP of healing.


Ka'etil Malas'rae wrote:

Take your time

Well, whatever happens, Kae Maces the guy in front of him.

WACK
1d20+4+3+2+1+1-2+2
for
1d8+7+6+1+2

HE then either takes a 5'step back to -R,-16, if the green survives, or moves to flank with Clari, if the green drops.

The green guy has fallen - dead - you suspect...


Waiph is running the dogs for now. Waiph - you're up.


Male commoner 1

The dog at -N,-18 goes to flank with Isani and moves to -T,-17
SMITE!
1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
for
1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11


Male commoner 1

First dog's trip on the devil
1d20 + 5 ⇒ (16) + 5 = 21

the other dog at -K,-17 goes to -R,-15 and readies an action to bite the first enemy that gets into his range.

GRRRRRRRR

Readied attack
1d20 + 5 ⇒ (20) + 5 = 25
for
1d6 + 5 ⇒ (4) + 5 = 9
Trip
1d20 + 5 ⇒ (11) + 5 = 16

confirmation for the nat 20 bite
1d20 + 5 ⇒ (20) + 5 = 25
for 1d6 + 5 ⇒ (4) + 5 = 9


waiph wrote:

The dog at -N,-18 goes to flank with Isani and moves to -T,-17

SMITE!
1d20+5+2
for
1d6+5+2

Good times! You hit - but you have not killed it yet... Though it seems quite unhappy... And the other dog?

Yikes! Just saw the post - that dog deserves a promotion!


My turn…

Okay – here is what happens…

First the “boss” drops his staff as a free action at –W, -5 and moves up to –V, -9.

At this point he Selective Channeling and “Channels Negative Energy”.

4d6 ⇒ (6, 6, 3, 3) = 18

The following folks make Willpower saves for half damage.

Clari, Shaezon, Isani.

It should be noted: even if Clari makes her save - she is still unconscious, and therefore prone.

Next –

Meanwhile –

The demon then flies to –W, -5 on top of the staff. The two things both disappear…

Next –

The pink guy in front of Isani decides to attack her – however – he seems to be very angry about her goddess – and you suspect he is trying something especially evil with his action – as such – he gains a penalty to her “Protection from Evil Spell”.

This penalty is being factored in for the purpose of the roll. He should have had higher bonuses - but he can't at this time because I cannot put in "negative numbers".

His attack to “Smite Her” –

1d20 + 12 + 3 ⇒ (8) + 12 + 3 = 23

IF he hits –
1d8 + 1 + 4 + 8 ⇒ (6) + 1 + 4 + 8 = 19

Next –

Khang moves to –Q, -15 – then he uses Acrobatics to “Jump”. His roll –

Acrobatics –
1d20 + 17 ⇒ (14) + 17 = 31

He is attempting to make a forward jump in his Move Action to land at –T, -13 and flank the guy with Isani.

He does so easily.

At this time he will attack the knave – with flanking bonuses.

Attack 1
1d20 + 11 ⇒ (11) + 11 = 22

IF he hits –
1d8 + 5 ⇒ (4) + 5 = 9

Attack 2
1d20 + 11 ⇒ (6) + 11 = 17

IF he hits –
1d8 + 9 ⇒ (4) + 9 = 13

First hit - the guy is not happy, but he does not go down. The second attack missed.

Finally

The last guy then makes his move – he steps to –V, -12 and strikes Shaezon.

1d20 + 13 ⇒ (9) + 13 = 22

IF he hits –
1d8 + 5 ⇒ (4) + 5 = 9


Top of the round -

Need Willpower rolls from Isani, Clari, and Shaezon.

Isani - roll well - they're going to need you!


Female Changeling - Osirion Cleric 4/Oracle 3

Why is Clari unconscious when Isani healed her for 8HP?


Female Changeling - Osirion Cleric 4/Oracle 3

Isani's Willpower Save: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21

+2 resistance bonus on Saves from Protection from Evil

and depending if it is a spell or effect to possess or exercise mental control over her she gets a second saving throw under the Protection from Evil (and includes a +2 morale bonus). Please instruct GM if you want me to roll the second willpower save.

I don't believe his smite hit as her AC is 22 and +2 deflection bonus to AC due to Protection from Evil gives her AC 24.


Male commoner 1

cause she has 8hp, and half of 18 is 9


HP: 47 AC: 14 Hexblade 5

1d20 + 5 ⇒ (5) + 5 = 10


Male commoner 1

jsut rolled it


Female Aasimar Druid 7 (Noble)
waiph wrote:
cause she has 8hp, and half of 18 is 9

How did Dain already know this when your roll just showed up on the board?


Isani Isu wrote:

Why is Clari unconscious when Isani healed her for 8HP?

Because the "boss" did a "Channel Negative Energy" for a total of 18 points of damage. If she makes her save - and only suffers half damage - she loses only 9 HP - which puts her at -1.

As for the second question - the enemy should have had a higher "To hit" bonus - technically he should have got a 25 -2 - for a total of 23.

I can't put in -2 to the roll, though - so I just added all the numbers, subtracted 2, then put the numbers in with the -2.

On the plus side!

You made your saving through - and only took half damage - which means you only lost a total of 28 HP. This is a lot - but remember - when you "Channel Energy" - it also works on yourself.

If only you knew someone with a "bane weapon" against Evil types... hmmm....

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