Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Disable Device is still a class skill. Every skill is a class skill for Mel.

But there are never enough skill points. You know? I've got another character who gets 15 skill points per level and it's still not enough!

Froths at the mouth.

Ahem. I might consider putting some ranks into it, but I'm probably not going to max it out. I've got too many other priorities.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I completely understand the lack of skill points, I'm struggling with myself on how to spend my meager number next level.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Ha, I feel you. I have a Phantom Rogue on the boards as well.
In a game that uses the Spheres System.
So, I get 12 regular skill points, 2 background skill points, and 3 skills are currently maxed via spheres. And I've got plans to max 3 more skills via Spheres and up Int because I need more skills.
So...yeah.


Brookside Campaign Journal
Mel Elden wrote:
Froths at the mouth

XD I've never seen Mel so openly admit how obsessed she is with skill points. Very nice. Perhaps this is why low level sorcerers aren't the most mechanically fun for her? Try paladins... Yikes... No skills ever for you...

Fyrtor: It's sufficient to just put the condition in your tagline instead of editing all your stats in your tagline. Let's keep that as the convention to reduce how often a bonus will be counted 0 or 2 times instead of 1... :P


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Skill points are love!
Skill points are life!

I admit: It is one reason I much prefer Blood Arcanists over Sorcerers :/
And why I usually have at least 14 Int if the point buy somehow allows for it. I only have one 2 skill point 10 Int character on the boards, and trying very hard to not look at her skills because I know I'll get to flesh her out in other ways in a few levels.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

So about the oopsie I made when casting light on multiple things at the same time. If there's a good way to undo it I will happily do so, but if not, let's chock it up to being a blessing of worshiping a goddess of light?


Brookside Campaign Journal

For a short time, Fyrtor is able to keep multiple lights going. It must be a blessing from his goddess. But then the moment passes and all but one fades out.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1
Brookside GM wrote:
For a short time, Fyrtor is able to keep multiple lights going. It must be a blessing from his goddess. But then the moment passes and all but one fades out.

Sounds good, I will maintain the one on my shield.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Muse has little need of a magnifying glass - he's got an anytool. Ditto for the thieves tools, though he can disable device with the help of his Trickster spirit.

If I could marry my anytool, I would.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Hold that thought, Brolin...I didn't speak up before because I was not in the game then, but I was pretty certain that the anytool for 250 GP is not supposed to replace the spyglass worth 1000 GP.
(Anybody producing or buying spyglasses would be insane in that economy)

And lo and behold, while it can be formed into any "tool", it gives a +2 on all craft and profession checks courtesy of it's flexibility - (as per the mirriam-webster definition of tool: a piece of equipment that you use with your hands to make or repair something).
Usually, a masterwork tool for a craft or profession is ~50 GP - in this case, you effectively get a 'package deal' of "all crafts and professions" for 250 GP, that is, pay 5 times as much for the tools, but be able to use them for anything related to creating something or working in a profession.

But it is unlikely to duplicate the effects of all other items specialised to alter other skill checks(and often at a significantly higher price - such as the magnifying glass for appraise, or the spyglass for perception, or MW thieves tools for disable device, or a skeleton key, or...).

It may be an agreement that despite that, the any-tool can indeed function as anything, and effectively is a masterwork tool for any skill able to duplicate basically any items available for purchase not expressly contradicting the description...thats fine, but then we should consider adjusting the price upwards. significantly. (Muse would obviously keep his in that case, just saying)


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I did rather wonder about using it as a cot, which is not usually considered a tool.


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Just want to say: I love the map!


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[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Current Tunnels

The dead dwarf we found

City Center

Kazador’s Home

Algric’s Home: commoners’ dwelling

Within the sealed vaults

Vault


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

See, skill points again...I wish I've had spares to put into Bluff...alas, maybe they won't be sufficiently suspicious to really question things...

@Kazador: Very flavorful :)


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

OH MAN! I Just realized that we are supposed to be using background skills and Fyrtor hasn't. All the skills discussion got me curious so I started looking at everyone's allocations. 14 more skill points!


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Oh yeah, better get on that. Background Skills are the best thing in Pathfinder Unchained, if you ask me.


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
Túrion Alagostor wrote:

See, skill points again...I wish I've had spares to put into Bluff...alas, maybe they won't be sufficiently suspicious to really question things...

@Kazador: Very flavorful :)

Thank you :)

It’s actually not easy to find Dwarven artwork that isn’t too grand


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:
Melira Elenariel wrote:
Oh yeah, better get on that. Background Skills are the best thing in Pathfinder Unchained, if you ask me.

Funny enough, before background skills, I had a house rule that effectively did almost the same...hobby skills, where you picked one skill that would automatically get a rank each level, and 2 skills that would get a rank alternating(and you could not invest more skills by yourself). So you had one skill maxed and 2 skills at half max, representing personal interests of the characters that they pursued during downtime/sparetime etc...

so, what I'm trying to say: I concur, it was long overdue by the time it was introduced.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Well I'm all updated now, no major changes, just now I might be able to get an animal to do something I want it to and I speak goblin, terran and sylvan now. I still need to grab some of the other languages as we go forward, but I didn't want to add languages that came up and I didn't have.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

You did add Sylvan, though. :)
Which is actually the language Túrion uses to cast, and the one Nelly understands - all good though, I was unaware Dwarfs lived on the same landmass as the big players, so I avoided picking up Dwarven...a mistake I intend to remedy if I survive to next level. Guess I was a bit rusty on it and needed to hear it spoken to jog my memory-


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I did, but it was one language that fits Fyrtor's background, and his reactions wouldn't have changed had he understood it previously. You still looked like a druid, and I can see some druids casting in sylvan instead of druidic.


Brookside Campaign Journal

Cool stuff, Kazador!

Everyone, remember that it's been probably a month since the orcs attacked Kazad Gravr?


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

As far as I know, this world has only one continent, so it's not surprising to find dwarves living there.


Brookside Campaign Journal

Yep. As far as anyone you know knows too, there's only one continent.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I expect aquatic dwarves next time. Okay? Okay.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, I no worries, I just mentioned it since you said "didn't want to add languages that came up and I didn't have" - I'll do the same with adding Dwarven :)

@Pangea: All good, I just didn't see a Dwarf country or so...do they have more hidden cities or did they basically become extinct, unless...ahem...Algaric is a girl? Or Kazador? (Hard to tell with those Dwarfs and bulky build...)


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Alter self is on Brolin’s spell list - so dwarfkind isn’t in immediate danger of extinction.

No, wait, the duration’s way to short; we’ll need a greater hat of disguise.
. . .

There were dwarves living in Brookside, and they aren’t treated as exotic or rare creatures, so I assume that dwarfkind is a distinct cultural and ethnic group that’s more or less assimilated into the nations with human rulers.


Brookside Campaign Journal

Brolin is correct.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I just have to say I am enjoying the image of the oddity bedecked Muse with ultra long arms dangelling nearly to the floor, thank you :)


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Kazador is going to have our silence on him right? Kazador you can still use telportation mastery, are you going to appear suddenly as an angel of vengence, or are we all going to charge in?


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

It takes a Standard to activate, so Kazador would appear and then it’d be their turn. Not really an alpha strike. It would allow Brolin and Fyrtor to attack though. But as is, I think it’s better to just run around the corner.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Wouldn't it be surprise round to teleport, then our turn to trounce them?Then their turn?

Either way should be fine.


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Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Depends on the initiative rolls. If it comes up:

- Party
- Orcs

Then it would go:

Surprise round
- Party teleports
- Orcs are surprised!

Round 1
- Party stabs
- Orcs turn out to be piñatas

But if the initiative goes the other way:

- Orcs
- Party

Then it would go:

Surprise round
- Orcs are surprised
- Party teleports

Round 1
- Orcs smash
- Party discovers they look terrible in red


Brookside Campaign Journal

Will assume that anyone who hasn't specified otherwise by tomorrow morning is trying to rush around the corner. This will require stealth checks to achieve surprise. Orcs have a -6 penalty on hearing you.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

I was rereading the Heirophant, and I realized that I get the cure line for free whenever I choose to channel positive energy. That's convenient!

My first and third level spells will be stunning barrier and chain of perdition.


Brookside Campaign Journal

So a bunch of us took the standard action(charge) option. I'll need to remember that for the -2 AC.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Nelly is perfectly fine using her superior mobility to strike at high value targets where possible, terrainwise. In cramped quarters such as here, she will simply make sure no enemys get close to Túrion(and by extension, others hanging back), rather than taking a frontline spot or limiting the mobility of our frontliners.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

I like the pit line as well - where the last encounter basically made it impossible to make good use of my available control, here it works splendidly...regardless of area denial, with climb speed one quarter of regular speed(so 5 or 10 feet mostly, per move action and check) and the DC high enough to make fast climbing unlikely, it's also a save-or-suck that tends to take enemies without countermeasures out of the fight for longer than alternatives that are more universally applicable(e.g. hold person allows a save every round, but also works against fliers).

Also, thanks for catching the extra needed save for the one on the right :)


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I was looking at the Create Pit line of spells last night and noticing that they work with Shadow Conjuration and Greater Shadow Conjuration, and wondering how the "partially real" bit would work. If somebody fails the Will save to disbelieve, it's effectively identical to the real spell.

But if they pass the will save, it's only 20% real (or 60% for greater). What would that mean in this case? Is the pit only 20% as deep? Is it just as deep, but they only take 20% of the damage they would normally take? Is it a 20% chance that the spell works? It's tricky because the spell has important battlefield-control applications that have nothing to do with the damage it causes.


Brookside Campaign Journal

Yeah that is quite the weird interaction of magics...

Kazador, did I say Algric leveled up somewhere? I just don't recall. He doesn't level with you as he's not getting a share of the XP.


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Alright! So...

Kazador has CMD24, goes up to 28 against trip and bullrush for stability

The orc rolled an 8 for bullrush. That means it has at least a +20 to the combat maneuver.

It has 4-5 attacks, which means it is probably around lvl11 with improved two weapon fighting. Crits on a 19-20, And has an axe and shield. It hits AC27 on at least a 12+ with it’s iterative attack. So it’d need the high BaB with high strength to get to the 20+ modifier.

I say 4-5 as it either has quick bull rush to replace an attack (5 attacks) or bull rush strike to take advantage of the critical (which it got).

Either way, with +20 (at least) to it’s bull-rush, we can’t plan on staying on our feet.

So...what’s my best plan? I think I might need to fight prone and eat the -4 To Hit and -4 AC. Because otherwise it will likely knock me down every round.

Unless someone knows a feat that Kazador could learn with martial flexibility which could help him?


Brookside Campaign Journal

Ah Kazador I missed the +4 from stability because I don't play dwarves often enough. Did you just now add that in to help me out? He actually got a 27 total to bullrush you so you aren't prone.

Also, I moved Algric on the map to reflect what seems like the desired movement.


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Yup just added it to profile. I’ve seen trips and bullrushes so infrequently that I tend not to add it to profile lines as it takes up so much space. Fixed that issue there.

Also when this is done can you confirm whether I guessed the feats correctly


Brookside Campaign Journal

Sure. Remind me after the fight and I'll share his stats.

Ah speaking of which, I forgot to apply the vicious quality on his ax. Ah well. Next round. ;)


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Also, a comedy ha-ha at the reinforcement orcs who fell down as well. Really need to tally up that pits damage after the battle :)
Good stuff ^_^

@Mel: I believe the line that is relevant here is the following: If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur.
There may be table variance, but the initial damage is falling damage and would...falling into the extra-dimensional space and being trapped down there seems like a special effect other than direct damage(e.g. feather fall or a monks slow fall, or even deliberately jumping with acrobatics or fixing a rope and descending)...many way to avoid or affect that damage.
So in theory, I would say there's only a X percent chance of that effect occuring.
BUT: as that already means in 100-x percent the spell fails, and it is supposed to do X% of damage, the way to make it work is (100-x)*0%+x*100%...meaning either you are not affected at all, or you are affected full force by all aspects of the spell, realizing that it is semi-real but painfully real to the victim.
(There may be table variance of course, and it would be weird if 4 people stood together and 2 were affected and the other 2 were not...but then, there's a couple of spells where such would be problematic.(effectively all that create barriers or alter terrain features).)


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

As is the case of higher levels, smart use of Magic is amazing. That pit saved us from being overrun! I think Kazad Gravr really needed some wizards in it’s defense

——

Speaking of which, in this setting how common are people with Class levels? And is seeing a lvl10ish person something fairly common?


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Brookside Campaign Journal

I think the percentages of the population fall out something like this if we count NPC levels as half of adventuring levels:

Level 1: 50%
Level 2: 25%
Level 3: 12.5%
Level 4: 6.25%
Level 5: 3.125%
Etc. So about 1 in 10,000 people are level 10. 1 in 20,000 are level 11, etc. 1 in 10 million would be level 20 so maybe nobody in the world.

As someone who got a bachelor's in math, I like that way of breaking it down. ;)


Brookside Campaign Journal

You guys might want to consider a formation change that allows Mel to fire.

If you want to communicate nonverbally without pre-agreed signals, lets get a perform(charades) check untrained as a swift action and a sense motive check as a free action. Total has to hit the combined DC. 20 for easy communications, 30 for harder things, etc.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I'm not sure what you mean?

I mean, right now I've got a clear shot at the lieutenant. He's 15 feet from me with no intervening creatures. In theory I could go stand in the danger zone of the pit and shoot arrows at the fish in that barrel. But that seems like a poor idea, so I won't.


Brookside Campaign Journal

Yes you can fire at the lieutenant, if Nel doesn't go to engage him as well. In addition, there are other places Mel's arrows could be used to great effect, like new orcs, but she can't really hit them from here. That's all.

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