Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

"Kill each other. Then we fight injured people, or make them let us go." Raun observes practically.

How much wine do the casks hold? I assume it would be viable to empty one of those and fill with water? If so that's what Raun'll do.

Raun glances after the rest who have already preceded her and hopefully found the water. She turns to one of the casks of wine, and after sampling a little of it, she will start dumping the contents over in a corner so as not to make a mess of the items she prepared. If the liquid doesn't seem to be draining away however then she might have to reconsider.

Round 6 she will try and squeeze her way towards the water.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan puts his hand to the other locked door and concentrates until a click is heard from the lock.

Kinetic ledgerdemain on door to room D
Disable Device: 1d20 + 9 ⇒ (7) + 9 = 16

Opening the door he announces "and we have food," and begins filling the sacks with the foods that would least be affected by the mold on the sacks.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Its good to have warriors with Disable Device :) Cool.


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok will get about 3 days of meat

He stands up and addresses the conversation at hand. "I'm all for letting them battle it out, but we shouldn't wait here. This is where the raiders are coming after all. The fight won't be done until they get what they can from here. Shall we make our escape? Do we have what we need?


Ok, here's what I have for everyone:

Nnn'tkklik'l claims the focusing crystal and crossbow. The tri-kreen also fills the two intact waterskins, collecting a total of 4 gallons. In addition to the water, he is carrying a spear, the crossbow and bolts.

Raun empties one of the wine casks and carries it to the water tank to fill. It will hold 15 gallons. She puts it on her shield/sled along with a sack of salt. She is carrying a morningstar and shield. Her club is slung over her back along with bundle containing a Tembo sword, a battle-axe, a half dozen spears and a second morningstar.

Grit dons one of the guards' hide shirts. He has a full, two-gallon waterskin and has slung one of the tower shields over his back - because of the size, I'm going to count this as light encumbrance. He carries a spear, a staff and a club.

Safia claimed a pair of pants and a hide shirt. She has a spear and a dagger.

Zok Has a pair of daggers and a bundle with enough human flesh for three days.

Gorkhan is wielding a tembo sword. He has filled two small sacks with dried provisions, enough for the half-giant, thri-kreen, mul and humans to eat for about a week.

Questions: Who is carrying the guards' coinpurses (which contain a total of 36 cp and 6 sp)? Is anyone claiming the mindbender's MW bone trident? Have I missed anything?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

A slight update - Grit is not proficient in Javelins. So instead he is carrying a single spear. I believe the door to the water was broken in when he arrives so he cast Mending on the waterskin that was split and filled it.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Hmm, I figured someone else would have grabbed the trident. If Raun sees it still laying there on her way out she will scoop it up and add it to her bundle of weapons. I guess because it's martial...

She'll also grab another couple furs or else some silk, and whatever other bits of rope/leather strips are around for future improvisation, which with the water should be around about all she can comfortably transport.(


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Safia also claims some rope or something to tie the pants. In addition she will claim some food. If no one else claims to whole waterskin she will and she'll fill it. Once that is done she'll take as much silk as she can carry, figuring she can always dump it somewhere. In addition she'll cut a piece from the remaining silk, pour as much sugar in it as she can and tie it with a strip of whatever she can find, so possibly more silk.

"Let the Grey claim them. Could we steal one of the Mekilott's? I don't think walking would be in our best interest." Safia speaks while gathering things. She claims what she needs but simply can't resist the softness of the silk and takes as much as she can carry.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan looks through the other rooms, grabbing a few things from one of them, before returning to the group and taking any remaining pieces of clothing for him to don.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

Gorkhan will carry the coin, if it's not already somewhere. He's taking one of the cloaks (from room E). He'll also grab some pants (if there were any left), the sleeveless tunic (from the chest in E) and sandals too. If time permits, he'll he take the ties from a harness to wrap and carry strap for the blankets.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l's inventory so far is this:

2 full waterskins
2 spears
2 daggers
crossbow and 19 bolts
psionic focus crystal
1 mug

He will try to fill some more mugs (3 per hand for his 2 free hands) and give it to the others who arent at the water room so they at least have their water for today. If time permits, he will refill them and do his best to carry it along with him as the party makes their escape (probably will spill some/all, but who knows)


@Safia: The thri-kreen and mul are carrying all three available waterskins. Gorkhan passes you a sack of food he filled in the larder and you make a second bag out of silk and fill it with several pounds of sugar. You then fill your arms with a folded bundle of silk.
@Gorkhan: Passing one sack of food to Safia gives you a free hand to carry the clothing, blankets and harnesses. You return to the cargo hold but don't have time to put any of it on.

Returning to the cargo hold, you snatch a glance outside through the exit hatch viewing slit. Dozens of elves are advancing on the wagon, some carrying torches and others aiming flaming arrows at the top deck.

"Lay down your arms and you’ll be spared," one of the elves cries. "Leave the wagon now or we’ll burn you out!”

In response, you hear chanting from the floor above. A man cries out: ”In the Lion’s name, let these vermin feel the wrath of mighty Hamanu!”. There is a clap of thunder followed by the sound of booted feet approaching the trapdoor at the top of the stairs.

Perception DC 20:
You hear another man's voice say:"Quick, to the cargo hold. We’ll hide among the slaves and try to escape that way."

Safia:
Hearing the sorcerer-king’s name wakes the voice in your head that you at one time associated with your mother but now suspect is someone -- or something -- else entirely. ”Templar! You must find the Lion’s pawn and kill him. Let me feel his blood on your nails!”

You have one round to prepare. What do you do and where are you standing in the cargo hold?


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

perception: 1d20 + 8 ⇒ (11) + 8 = 19

Nnn'tkklik'l thought he heard something, but between the huge mass of water and the sounds of struggle outside, he was distracted.


@Nnn'tkklik'l: That's way more than you can carry, even with four hands. The waterskins and bolt quiver have straps - you can drop the crystal into the quiver - but you'll have to drop at least two weapons if you want to carry any mugs of water.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

At the end of the 6th round the mul is in the room with the water still. He has repaired the skin and filled it, or maybe still filling it.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17 Round 7 is spent drinking his fill of water. He did not hear the threat approaching so he is in the water room.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

i was thinking of putting the daggers in straps or in the bottom of the quiver. i will drop a spear if necessary.


@Nnn'tkklik'l: That's ok, hadn't thought about putting daggers in the quiver. You can carry two spears in one hand, just can't fight, of course.

For all:Feel free to add equipment to your profiles, especially armor and shields, and update the statlines that appear under your names, as well. I've also added spoilers with your belongings under the Campaign Info tab and will try to keep that updated.


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21

Zok bellows out toward the voice. "Us slaves have taken the hold. We have no quarrel with you, and burning all these nice things would not enrich anyone. You can have the cargo if you let us take some meager supplies out to the wastes. It's either that or you get to find out why they locked us up in the first place."

He takes his previous spot at the bottom of the stairs, but keeping the other doors in mind for escape if need be.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

"That's not elves, more slavers coming, want to try and hide." Raun observes, setting her sled aside and taking up position in her former cage besides the door, having seen the others successfully fight through it's holes.

Readying with morning-star and shield to hit the first person through..


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

Gorkahn curses and shoves the purloined clothing he had picked up through the straps of the harness he was carrying with the blankets. "There was a door back there, we could always open it..." he says moving to the back.

Moving to room F.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l hands a mug of water to any PC nearby who will take one. "Drink now, we save other water for later..."


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan grabs a mug on the way by and nods his thanks before downing it and moving into the other room.


I'll still give Safia a round to prepare, but going to move ahead since everyone else has posted

The trap door leading into the hold is thrown open and three men rush down the stairs. In the lead is a sandy-haired half-elf wearing the sulphur-colored robe of a Urikite templar, a tembo sword in his hand.

Behind him is a bearded man with hair the color of steel. A long scar creases his left cheek and a leather brace wraps one knee, but the old wounds appear to do little to slow him down. Like the templar, he wears an inix-scale cuirass and carries a bone kukri and and a scimitar carved from the chitinous claw of a dune reaper.

Bringing up the rear is a slope-browed tarek. As large as a mul with more primitive features, the creature carries a double-bladed axe carved from a lizard’s jawbones and a triple-bladed handfork of sharpened horn.

Seeing Zok and the others gathered in the hold, the bearded man scowls and points his blade:

”Slaves, stealing my property! You are my property!”

Combat Round 3

Initiative rolls:

Raun: 1d20 + 3 ⇒ (15) + 3 = 18
Gorkhan: 1d20 + 7 ⇒ (14) + 7 = 21
Grit: 1d20 + 3 ⇒ (5) + 3 = 8
Zok: 1d20 + 9 ⇒ (10) + 9 = 19
Safia: 1d20 + 2 ⇒ (3) + 2 = 5
Nnn'tkklik'l: 1d20 + 3 ⇒ (7) + 3 = 10
Bad Guys: 1d20 + 2 ⇒ (10) + 2 = 12

(Those up next are in bold)

Initiative Group 1: Gorkhan, Zok, Raun (can take an attack of opportunity vs. templar or beared man, as well)

Initiative Group 2: Guards

Initiative Group 3: Nnn'tkklik'l, Grit, Safia

Positions:

Map

The templar has rushed down the stairs toward Zok, followed by the bearded man. The tarek is behind them at the top of the stairs.

Zok: At the base of the stairs between the cages at A and B, waving his knife

Gorkhal: In the north hallway, near the larder and moving toward the barracks room.

Safia: Among the goods in the center of the cargo hold, her hands full of silks.

Raun: In the eastern cage, in position to attack the stairs - due to her size, I'm going to rule that bars of the cage grant partial cover (+2 AC) to Raun and her opponents.

Grit: In the water storage room.

Nnn'tkklik'l: In the cargo hold, his hands full of weapons and water mugs


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Well, I said the first one through so...

Attack of Op vs. Half-Elf: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
Really hope that hits :p Probably vs. flat-footed?

Raun brings her morningstar down upon the head of the Templar as he hurries down the stairs to supposed safety. It is only after the blow is made that she considers that action; survival was definitely what mattered now, but it was still odd to be fighting a templar.

When the bearded man bellows at them she turns to him, narrowing her eyes.
"Raun not your property. Raun belong to herself now!" she bellows back at him, before taking a swipe at his head.

Free action rage, move action intimidating glare rage power, standard action attack.

Intimidate: 1d20 + 12 ⇒ (9) + 12 = 21
Duration: 1d4 ⇒ 1+1 per 5 over DC

Morningstar attack vs. bearded man: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d10 + 7 ⇒ (2) + 7 = 9

Well there goes that morningstar.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

{Not fast enough! Turn and act now!} a thought slides through Gorkhan's head. Gorkhan growls softly at the voice but still spins around and moves back into the hold with the others, his Tembo sword out. Sliding to a stop beside Zok, he swings the blade at the nearby elf.

Move action 40' to stand beside Zok.
Standard action to attack Elf with flanking from Raun.

Attack w/ flanking: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Raun catches the templar with a glancing blow, but his armor saves him from serious injury as he hurtles down the stairs toward Zok.

Her bellowing clearly startles the bearded man (shaken 1 round), who recoils from her cage, narrowly avoiding the blow that shatters her weapon and leaves shards of obsidian embedded in the narrow stairs.

Appearing out of nowhere, Gorkhan darts in with a strike that bloodies the templar's yellow robe.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Edit:Posted everything at once, didn't realise Zok hadn't posted yet

Hearing the approaching slavers Safia puts down the silk she was holding, after which the spirits that haunt her cause it to move even further away from her. She draws the spear she got earlier and stands ready for battle.

When the men come down the stairs she laughs, "The Grey has marked you Elf. The spirits are waiting for you, ready to tear you asunder." She laughs maniacally and as she does moves for cover.

Standard: Intimidate Templar 1d20 + 10 ⇒ (19) + 10 = 29
Move: Move for cover


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok readies his weapon, and waxes philosophical to anger the templar. "How big are your hands, might you grasp a river?" He waves his small knife in front of him menacingly, but it seems that since he has food already, he isn't as hungry for blood as before.

Attack: 1d20 + 10 - 3 ⇒ (5) + 10 - 3 = 12
Ah well, that's the nature of fighters who don't roll well.


The templar steps away, more unnerved by Safia's threats than the half-hearted attack from the blood-covered halfling. He grasps a ceramic amulet hanging from his neck.
"Protect me against these law-breakers, Mighty King," he says, then offers up a prayer: "Grant your servants the strength to carry out your punishment."
Concentration to cast defensively: 1d20 + 3 ⇒ (16) + 3 = 19

Spellcraft DC 16:
The templar activates judgment and casts bless

Behind him, the bearded man drops into a defensive stance before tentatively lashing out at Raun with his scimitar:
1d20 + 4 ⇒ (15) + 4 = 191d6 + 3 ⇒ (6) + 3 = 9
Dancing past the bars of the cage, the blade bites deep into the half-giant's shoulder.

The tarek, meanwhile, darts across the top of the western cage and drops down to the left of Gorkhan, slashing with his bone carrikal.
Gorkhan, you may make an attack of opportunity
1d20 + 4 ⇒ (1) + 4 = 5 As Gorkhan ducks, the twin-bladed axe shatters against the mekillot bone bars of the cage.

Combat Round 1-continued

(Those up next are in bold)

Initiative Group 1: Gorkhan (struck templar), Zok (missed templar), Raun (missed, broke morningstar)

Initiative Group 2: Crew (acted)

Initiative Group 3: Nnn'tkklik'l, Grit, Safia

Positions:

Map

The templar is at the base of the stairs in front of Zok. The bearded captain is on the stairs, facing off with Raun. The tarek is in the cargo hold, west of Gorkhan.

Zok: At the base of the stairs between the cages at A and B, waving his knife

Gorkhal: Just to the west of Zok.

Safia: In cover among the goods in the center of the cargo hold.

Raun: In the eastern cage, in position to attack the stairs - due to her size, I'm going to rule that bars of the cage grant partial cover (+2 AC) to Raun and her opponents.

Grit: In the water storage room.

Nnn'tkklik'l: In the cargo hold, his hands full of weapons and water mugs[/ooc]


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Attack of Opportunity

Gorkhan sees the tarek spider it's way across the top of the cage and flicks his tembo sword out as it lands beside him while ducking it's wild swing.

AoO: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit, his enchantment on his staff still active (lasts for 3 minutes), thinks he hears the combat, Perception: 1d20 + 7 ⇒ (5) + 7 = 12, turns to leave the water room and sees the tarek in the hall. Just realised where Gorkhan is. I think the Tarek has to be blocking the doorway from the room Grit is in yes?

He moves to attack with his quarterstaff.

Quarterstaff with Shillelagh: 1d20 + 6 ⇒ (15) + 6 = 212d6 + 7 ⇒ (1, 2) + 7 = 10

If he can move into the hall and into a flank with Gorkhan he does.


The blow opens an inch-wide gash on the tarek's thigh, but it hardly seems to notice.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan is in the main room now, to the left of Zok (to the right of cage A's door) and so the tarek is to the left of that, in front of the cage door. The hallway door (that leads to the room Grit was in) is wide open and stepping through (a 30' move should get you there) should get you flanking with Gorkhan.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

OK. Map I had showed us both back in that hall. I agree that I had just the right amount of move to come up and flank with you. :) Now if I can roll more than near minimum damage.


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok takes another swing at the Templar, but the large dagger is hard to handle and he is unable to connect.

Attack: 1d20 + 10 - 3 ⇒ (1) + 10 - 3 = 8


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l takes a 5ft step back, drops a spear and the sound of scales dragging over rock can be heard as the cracks on the kreen's shell blush burgundy for a second. Raun's wounds close up somewhat 6hp as she feels the kreen's mind emerge in her consciousness for a second (or perhaps not, by virtue of rage).

gm or DC 16 spellcraft:

Manifesting Natural Healing, Augmented to 2 PP.
1d20 + 10 ⇒ (8) + 10 = 18 vs DC 17 concentration to avoid AoOs.


I'm to go ahead and carry-over Safia's action to the top of Round 2
Rushing back to the cargo hold, Grit brings his magically-imbued staff down on the tarek's head with a resounding crack. Dazed and bleeding from his head and thigh, the tarek drops his broken carrikal and prepares to attack with his remaining weapon.

Nnn'tkklik'l backs away from the brawl with a look of deep concentration. Zok lunges at the templar again, but the half-elf catches the halfling's blade with his own and snaps it in half. Remember, rolling a 1 or failing to confirm a critical hit equals broken weapon.

Combat Round 2

(Those up next are in bold)

Initiative Group 1: Safia (Round 1 action), Gorkhan, Zok (missed templar, breaking dagger), Raun

Initiative Group 2: Crew

Initiative Group 3: Nnn'tkklik'l, Grit, Safia

Positions:

Updated Map

The templar is at the base of the stairs in front of Zok. The bearded captain is on the stairs, facing off with Raun. The tarek is in the cargo hold, between Gorkhan and Grit.

Zok: At the base of the stairs between the cages at A and B, waving his knife

Gorkhal: Just to the west of Zok.

Safia: In cover among the goods in the center of the cargo hold.

Raun: In the eastern cage, in position to attack the stairs - due to her size, I'm going to rule that bars of the cage grant partial cover (+2 AC) to Raun and her opponents.

Grit: In the NW corner of the cargo hold, flanking the tarek.

Nnn'tkklik'l: In the cargo hold, just south of the tarek[/ooc]


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan takes another swing at the large tarek.

Attack w/ Flanking: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Didn't remember the failing to confirm a crit. Weapons are breaking all over the place it seems

Raun roars as the bearded man's blade bites into her shoulder, though it doesn't seem to slow her down at all. She doesn't even notice as the flesh begins to knit itself back together, simply tossing aside her broken morningstar, and grabbing her bone club once again, swinging it awkwardly through the bars at her opponent.

Club attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 7 ⇒ (4) + 7 = 11
Yay


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Relishing the effect her comment had on the templar Safia continued to grin and laugh as the spirits enforced their hold over her. Suddenly it all fades and she leers at the bearded man before it grin reappears.

Standard: Touch of Madness on the bearded fellow, DC 16 Will save or confused for a round


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l stepped away from melee (5ft) so he should be down one and left one please. i just did the concentration check in case the tarek had reach


@Nnn'tkklik'l: Noted, I'll make the change next time I update the map

Gorkhan's blade again bites into the tarek's flesh, but the burly creature shows no sign of slowing down - you've heard that tarek's often fight on even after suffering fatal wounds. Baring its fangs, the tarek launches itself at Gorkhan, its handfork aimed at his chest,
1d20 + 6 ⇒ (7) + 6 = 13 but the smaller man easily dodges to the side.

Leaving the templar for the time being, Safia switches her focus to the still-shaken bearded man, who Will save: 1d20 + 4 ⇒ (10) + 4 = 14 succumbs to her dark whispers confused for 1 round. Distracted, the bearded man walks right into the blow from Raun's club, which slams into his ribs with a thump.

Dazed, he stands on the stairs and Confusion: 1d100 ⇒ 28 babbles incoherently.

In front of him, the templar summons his courage and slashes at Zok with his tembo sword 1d20 + 6 ⇒ (16) + 6 = 221d8 + 4 ⇒ (2) + 4 = 6, scoring a hit against the halfing.

Combat Round 2-continued

(Those up next are in bold)

Initiative Group 1: Gorkhan (struck tarek), Zok (missed templar), Raun (struck bearded man)

Initiative Group 2: Tarek (missed), Templar (struck Zok), Bearded Man (babbled)

Initiative Group 3: Nnn'tkklik'l, Grit, Safia

Positions:

Map

The templar is at the base of the stairs in front of Zok. The bearded captain is on the stairs, facing off with Raun. The tarek is in the cargo hold, west of Gorkhan.

Zok: At the base of the stairs between the cages at A and B, waving his knife

Gorkhal: Just to the west of Zok.

Safia: In cover among the goods in the center of the cargo hold.

Raun: In the eastern cage, in position to attack the stairs - due to her size, I'm going to rule that bars of the cage grant partial cover (+2 AC) to Raun and her opponents.

Grit: In the NW corner of the cargo hold, flanking the tarek.

Nnn'tkklik'l: In the SW part of the cargo hold, out of reach of the tarek.[/ooc]


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l tries to force his way into the bearded captain's mind DC 15 will negates, failure means he is in my collective


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Taking advantage of the flank Grit swings his quarter staff at the Tarek.

Quarterstaff: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 122d6 + 7 ⇒ (1, 2) + 7 = 10

But the creature's thick skull is too hard and the staff bounces off harmlessly.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Still grinning at the successful attack by the Grey on the bearded man who claimed to be their owner Safia drew her spear while moving into the cage in order to stab the templar from there.

Move: Move into a cage to stab the templar, drawing the spear while moving
Standard: Attack the templar with the spear 1d20 + 3 ⇒ (14) + 3 = 17 Damage if hit: 1d8 + 3 ⇒ (3) + 3 = 6


Captain's Will save: 1d20 + 6 ⇒ (5) + 6 = 11
Nnn'tkklik'l easily forces his way into outskirts of the captain's mind, bringing him into the collective.

Grit's blow fails to affect the burly tarek. With the western cage blocked, Safia dashes into the eastern cage with Raun. Her spear darts toward the templar's throat but is deflected at the last instant by a flash of golden light from the half-elf's medallion.

Combat Round 3

(Those up next are in bold)

Initiative Group 1: Gorkhan, Zok, Raun

Initiative Group 2: Tarek, Templar, Bearded Man

Initiative Group 3: Nnn'tkklik'l, Grit, Safia

Positions:

-Updated- Map

The templar is at the base of the stairs in front of Zok. The bearded captain is on the stairs, babbling. The tarek is in the cargo hold, west of Gorkhan.

Zok: At the base of the stairs between the cages at A and B, waving his knife

Gorkhan: Just to the west of Zok.

Safia: In the eastern cage.

Raun: In the eastern cage, in position to attack the stairs - due to her size, I'm going to rule that bars of the cage grant partial cover (+2 AC) to Raun and her opponents.

Grit: In the NW corner of the cargo hold, flanking the tarek.

Nnn'tkklik'l: In the SW part of the cargo hold, out of reach of the tarek.[/ooc]


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok curses the failing weapon. He longed for the metal scimitar he had so long fought with. It was an exceptional weapon of high quality, and now it was likely sitting in some kings treasure hoard, not biting and bleeding like it should be.

When he was unarmed, it was easy for the templar to damage him, although the would was not terribly deep, it might slow him down when it was important not to do such a thing. He drew his backup blade and made a stab with it, hoping it would hold together.

Attack: 1d20 + 10 - 3 ⇒ (10) + 10 - 3 = 17
Damage: 1d4 + 7 ⇒ (4) + 7 = 11


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan looks at the tarek in exasperation before swinging his tembo sword at the creature once again.

Attack w/ Flanking: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Moving things along as if Raun delayed - I don't think she could take down the bearded man in one round, so shouldn't have a big effect.

Zok's attack on the templar is blocked by the same golden flash that saved the half-elf from Safia's spear.

Gorkhan hacks into the tarek's muscular neck. Blood spurts and the beast's eyes begin to dim, but it continues jabbing with its handfork almost by reflex. 1d20 + 6 ⇒ (18) + 6 = 241d4 + 4 ⇒ (2) + 4 = 6 One of the attacks strikes home, leaving a trio of deep puncture wounds in Gorkhan's hip.

Ignoring Safia, the templar lashes out again at Zok. 1d20 + 6 ⇒ (14) + 6 = 201d8 + 4 ⇒ (3) + 4 = 7 His obsidian blade leaves a long gash across Zok's chest, coating the halfling's body with a fresh layer of blood.

Behind him, on the stairs, the bearded man seems to regain his wits. Abandoning his earlier caution, the man rains blows on Raun with his scimitar1d20 + 5 ⇒ (10) + 5 = 151d6 + 3 ⇒ (2) + 3 = 5 and his kukri 1d20 + 4 ⇒ (9) + 4 = 13. Only the scimitar connects, leaving a bleeding wound across the half-giant's brawny forearm.

Combat Round 3-continued

(Those up next are in bold)

Initiative Group 1: Gorkhan (hit tarek), Zok (missed templar)

Initiative Group 2: Tarek (hit Gorkhan), Templar (hit Zok), Bearded Man (hit Raun)

Initiative Group 3: Raun (delayed), Nnn'tkklik'l, Grit, Safia

Positions:

Map

The templar is at the base of the stairs in front of Zok. The bearded captain is on the stairs, babbling. The tarek is in the cargo hold, west of Gorkhan.

Zok: At the base of the stairs between the cages at A and B, waving his knife

Gorkhan: Just to the west of Zok.

Safia: In the eastern cage.

Raun: In the eastern cage, in position to attack the stairs - due to her size, I'm going to rule that bars of the cage grant partial cover (+2 AC) to Raun and her opponents.

Grit: In the NW corner of the cargo hold, flanking the tarek.

Nnn'tkklik'l: In the SW part of the cargo hold, out of reach of the tarek.[/ooc]


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l will mend the wounds of the halfling this time as before, healing 6hp


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Posting two actions then as I am in both of the next groups now :)

Raun continues to lash out at their supposed owner despite the wounds he inflicts, the enraged woman bringing her shield up in time to deflect the kukri after she feels the bite of the scimitar. She glares pure menace at the man as she swipes at his head.

Intimidating glare doesn't seem to be limited to once per rage, so...

Intimidate: 1d20 + 12 ⇒ (8) + 12 = 20
Duration: 1d4 ⇒ 2
I believe the DC might increase for intimidating the same opponent again however.

Bone club: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

-=-=-=-=-=-

Intimidate: 1d20 + 12 ⇒ (4) + 12 = 16
Duration: 1d4 ⇒ 1

Bone club: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Yeesh. This is still against the bearded man unless her previous attack felled him. Otherwise it'll be against the Templar.

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Dark Archive

This will be the discussion thread for the game.

Before we get started, please take the time to create an alias with you character's statistics, description and background.

Important: Enter your name and race in the appropriate fields. In the "Classes/Levels" field, include the following information:
Class (Archetype, if any) (level) | AC xx Touch xx Flat-Footed xx | HP (current)/(total) | F +x R +x W +x | Init +x | Perc +x

An example can be found here. This way, the necessary info will be readily visible in the gameplay thread.


I'll get the gameplay thread open in the next day or two. For now, I'd like everyone to post here as a way of checking in. I'll have another note or two ready before we begin.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Woot! Looks like we have an interesting collection of characters, this should be fun :)


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

confirming! i will get that stat line put together soon. :D


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Who? What? Did you guys see that?

So yes, I'm confirming.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Confirmed!


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Look at all the tasty morsels we have here. I could eat for a week!


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Looks like we're just waiting on Arknight/D'Vrack :)


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

And who needs a druid when you have an Oracle?

Should be fun though as I get the idea that, with the possible exception of our Kreen friend, we're all pretty melee focused. I myself should be floating about a bit.

Dark Archive

Hey all.
I'm giving Arknight until noon Tuesday to check in (based on a post he left elsewhere, he may be dealing with some weather-related difficulties). If I don't hear from him, Skorn's mul druid will be joining the merry band of misfits, instead. Either way, I hope to get the gameplay thread up and ready for posting by Tuesday evening.

In the interim, you might consider adding a "Wishlist" spoiler on your alias profile. This could include specific equipment (ie., Raun envisions herself as an axe-fighter, and would like a big axe and some studded leather armor, Safia wants a cloak that acts as a hat of disguise) as well as goals (Zok wants to eat one of every PC race, Nnn'tkklik'l wants to find a mate, Gorkhan wants to meet a sorcerer-king and role-play a week-long conversation).

Also, unless anyone objects, I will plan on rolling Perception and Initiative checks for everyone (with results shown in the post) as a general rule. Hopefully, this will keep combats moving along at a faster pace. I may roll saving throws, as well. When describing your actions, you can roll to hit and damage together in OOC text. If targeting an opponent with a spell or psionics, please include the saving throw DC and any damage in the post.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

I'm good with Perception and Init (and even saves) being rolled on your end.

I tossed down a few things in the wishlist too. Not the week-long conversation with a sorcerer-king, though, unless the sorcerer is role-playing a french maid, lol.

BTW, I added my Psicrystal's Perception to the header block and mentioned it's "Sighted" ability to 40' that ignores darkness/silence, although can't penetrate invisible/ethereal.


I am still interested, but unexpected training and work has me tied up next couple of days :(


Arknight wrote:
I am still interested, but unexpected training and work has me tied up next couple of days :(

Ok, I'm going to go ahead and give your spot to someone else, but you'll be first "on-deck" as a replacement. For everyone else, I'm going to try to get the discussion thread open tonight with an initial post.


Another quick note: I'm pretty easy-going about Large and Small characters using differently sized weapons - I'm not going to hit Raun with a penalty for using a Medium-sized spear, and Zok will be able to use a Medium dagger as a short sword. Some weapons may need minor modifications (a thicker or thinner grip, for example) to avoid a penalty, however, so a rank or two in Craft (weapons) could be useful for that, as well as repairing broken weapons. Same with Craft (armor) for modifying scavenged armor. If anyone wants to move a point or two around, now's the time.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

I did kind of want to give Raun a 'hobby', but profession not a class skill and -2 Int means she'd be pretty poor at it either way. She might pick something up as she goes (imitative and whatnot).

As far as rolling Initiative, Perception and Saves that's fine, I do the same thing in most of my play-by-posts, better than waiting around for a response.


Also, for Tenro: Skorn's mul druid Grit is joining the group. He was trained by Durwadala, the thri-kreen druid mentioned in your background, and was with you when you were captured. You can leave in references to D'Vreck - you're not sure what happened to him during the battle, but hold out hope that he got away.


And another note, for Zok: I'm fine with allowing Dervish Dance apply to any light or one-handed slashing weapon with the finesse quality, opening up weapons like kukris and wrist razors in addition to scimitars.


Gameplay thread is open!


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Just got the word that I am the game. Pleased to be here with you all. Oh and Grit has at least some skill as a weaponsmith and will be happy to help anyone with weapons, unless of course you are a defiler, then he will be doing something else with you and weapons.:)


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

^ nice!

Re: Grit, Durwadala and DVreck: cool! that will make an interesting reunion if DVreck ends up back in as well.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Well, shame about Arknight, but glad to be getting started. Looks like I was right Grit :p


Arknight and D'Vreck aren't necessarily out of the picture completely ...


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

do I sense evil GM laughter accompanying that comment?


Nah, evil DM laughter is in bold.

@Safia: Since your dream feast spell provides one good meal, I'll rule that it provides half the food and water you need each day.


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13
DM Under a Dark Sun wrote:
And another note, for Zok: I'm fine with allowing Dervish Dance apply to any light or one-handed slashing weapon with the finesse quality, opening up weapons like kukris and wrist razors in addition to scimitars.

I will not complain of such a house rule. It sounds like a perfectly good idea. I thought that getting a small sized Scimitar might be a real toughie anyway.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Sheesh, I get a fancy idea to take them out easily and nobody pays attention? :P


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Too fancy. The wine "bottles" were the size of Zok.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

good plan, but we are kinda rushed to coordinate that at this time, i think.

on the plus side, now we will have wine left? maybe? haha


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Yes, everything in the store room has now been claimed by us! :)


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun didn't have any time to participate in Safia's plan, good as it may have been.


Question for Zok: Why did you subtract 3 from your attack roll against the guard? Your obsidian dagger only imposes a -1. Where did the other -2 come from?


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

to be honest i was kinda shocked that anything could make one disabled immediately like that (even if they only think they're disabled. kinda stinks in that event, since disabled is a condition i can't transfer with my transfer ailments ability, whereas staggered is (and is what i thought the DM surely meant).

but its all good with me either way. if we are meant to escape here, then we will. if we arent, then we wont. either way we just have to hold off these guards until the elves attack (although my character wont be too big a fan of them when he sees them)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I do not mean to complain, but we are pretty spread out too. Not sure how that spell targets creatures but Grit is 20+ feet from Zok.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

eh, probably something like close range, 1 target per CL, no two of which can be more than 30ft from each other. so i wouldn't really doubt that he could get a couple of people at once at some sort of spread.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Likely. But since we are not in specific squares on the map the possibility exists for confusion. I am fine not being so precise and focusing on the role playing though.

Dark Archive

The cargo bay is not that big guys - each square is only 5 ft, meaning Grit physically can not be more than 15 ft. from Zok (who is standing on the "B" in "Cargo Bay."

The power used (augmented to 3 pp) is a 25 ft. cone, enough to reach all but the very corners of the cargo bay from the mindbender's position (the square between A and B only partly filled with stair lines). Zok was directly in front of him, Safia in the center of the room, and Grit in the "the SW part of the hold," not the extreme corner.

Actually being disabled is pretty harsh, but this is relatively easy to overcome.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Yeah, i just cant wait until my character gets to level 3, because i cant really do much until then aside from clumsily attack and heal after the combat.

thankfully i have decent enough stats to have an ok shot at using weapons, at least at low levels where the BAB disparity between casters and melee is low.

also, i forgot to calculate my attack correctly, i should have had 1 more to hit than what i used. i will remember next time.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Yeah, that's a bit of an odd power. I mostly just take the standard action anyway when I'm disabled. Go down fighting!

Of course that's usually when I'm in a party where my character trusts that the healer will be there in a jiffy :p


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Had I known you wanted us to post out of initiative order, I would have, but the post said "post after 1 and 2 had gone", so I waited. I wasn't online when the guards had their move (I'm generally not online in the evenings), but I figured I'd have until morning. Good thing I can't sleep, and at least I have two actions, lol. I'll get to posting something now.

Not that it matters, but I think you had Safia's action happen before the guards.

I would hazard a guess that Zok is using a medium dagger, which gives him the extra -2 for using an improperly sized weapon.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

unless i am misremembering, i believe the DM said that he was willing to go a little light on the weapon size rules as long as it made sense (medium dagger kinda like small short sword, etc)


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Yeah, I used the sizing rules to impose a -2 penalty since the dagger was made for medium size. That's why I put in the -3. I thought it would be better to do it than not. If you don't want me to do that, then I'm cool with waiving the penalty.


@Zok: Ok, I just mentally blanked on the size modifier - my home game players never play little guys. You can get rid of the -2 once you have a chance to rest and modify the weapon.

@Gorkhan: I didn't expect combat to move so quickly, either, but I didn't want to throw on the brakes until necessary. I would not have allowed you to miss a full turn (ie., let the guards go twice) without giving you a full 24 hours between posts. Letting other players go ahead with their next actions didn't seem like it would affect you negatively, so I opted to go with that. Same with Safia's spell - the post was out of order, but the spell failed so in the end the order didn't matter.

I'm fine with characters posting when they have an opportunity, although try to stay in order when you can. I can re-shuffle the order so they act at the proper time, or let them go out of order if it doesn't grant an advantage. If I end up fudging the order to accommodate swifter play, as I did by delaying Gorkhan, I'll only do it when it won't penalize you.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

No worries. Your solution is quite elegant. I just had a short term panic attack, lol.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

yeah i think the idea is good. the combat is going along at a good pace (but i check the boards all the time from my phone so fast is fine with me), and i like that people arent getting skipped.


All - I'm probably going to be out of pocket for the rest of the night. Will check back in the morning.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I am camping and canoeing with scouts this weekend. Will check back in late Sunday.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

mmm, as long as I don't lose any actions I'm cool with it.

Also a question I meant to ask when I submitted Raun, I've set her alignment as Good, so if I decide she wakes up Lawful Good one day, that would mean she would lose access to her barbarian powers right?

Another rules question. With Impressionable, can I 'borrow' feats from other people gained as Bonus Feats from their Race? For instance Nnn'tkklik'l gains Blind Fight from his Antennae which wouldn't make a whole lot of sense, but (not that she'd want it) Zok gets Weapon finesse, and if we end up fighting the elves outside, they get Run. Also if I gain Skill Focus (or similar feats where a selection is required) do I have to pick the same thing as the person I copied it from? Just wanting to understand the limits of that ability :)


You wouldn't be able to rage or gain barbarian on any day you decide to be Lawful Good.

Impressionable will allow you to pick up any feat a companion or enemy has, regardless of how they got it, but you have to meet the requirements.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Alrighty, figured as much. Probably won't be doing that too often/at all then :) Not sure if I said, but NG today.

Impressionable is awesome!


M Humanborn

soooooo Are we cool with Nnn'tkklik'l getting the crystal and/or crossbow?

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