Defense of Brookside

Game Master caster4life

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

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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 the orc is currently flatfooted because it moved this turn, but won't be next turn unless he moves. Is that correct?


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

That's how I interpret it. GM gets the final call, of course.


Brookside Campaign Journal

Hmmm... I rule that the orc is flat-footed because he is in the process of moving across the grease. Were he to stand still next turn, he would not be flat-footed. Flat-footed and prone is a weird combination of conditions but that's fine.


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

Regarding difficult terrain, the closest to a definition is the Combat chapter, under the Terrain and Obstacles section, which says:

Quote:
Difficult Terrain: Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can't run or charge across difficult terrain.

I think ice is just an instance of difficult terrain that happens to come with a +5 on Acrobatics DCs as well.


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 don't see any real use in sending a bunch of inexplicably noiseless Rune Wardens off to take the fight to them, even if Brolin had line of sight.

Should I drop my illusion and try to do something useful with my action, or should I concentrate on it so that everyone can fall back to behind it?


[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)

Wait a turn. Have them run forward with Kazador. As Kazador has flight he can be noiseless as well. All run in together. The illusions eat the orc AOOs. Kazador double moves right to the enemy caster.


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:
Kazador The Clanless wrote:
Wait a turn. Have them run forward with Kazador. As Kazador has flight he can be noiseless as well. All run in together. The illusions eat the orc AOOs. Kazador double moves right to the enemy caster.

Tell me the plan in the gameplay. :D


Brookside Campaign Journal

Mel: I think it's intentionally not listed as difficult terrain. Difficult terrain doesn't stack with other difficult terrain but something that acts like difficult terrain but isn't called that does stack with difficult terrain. That's my understanding anyhow.


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 guess? That whole subset of the game is loosely defined at best, and scattered hither-and-yon across the rules. So it's inevitably going to involve GM adjudication. shrug


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, not entirely certain that plan with the Illusions will work out...There is another spell using a figment to get creatures to waste an AoO. Sure it's only a swift action, but it only affects an adjancent space and allows the illusion-based will save to negate.

Chances are that the first Orc may try and hit one in anger, but with no resistance for his hammer, then sees through the illusion and can pinpoint the real Kazador.
That said, I intended to sling a web over into the corner. It would grapple the Caster, more likely than not, provide full cover against him, and if any orcs crawl out of the hole, they have to deal with being webbed.


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
Túrion Alagostor wrote:
Chances are that the first Orc may try and hit one in anger, but with no resistance for his hammer, then sees through the illusion and can pinpoint the real Kazador.

But, he's flying....


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:
Fyrtor Smithson wrote:
Túrion Alagostor wrote:
Chances are that the first Orc may try and hit one in anger, but with no resistance for his hammer, then sees through the illusion and can pinpoint the real Kazador.
But, he's flying....

Aye, underground, through a 10-foot wide tunnel. With enlarged orcs with a height of 10 feet and reach of 10 feet. So unless the tunnel is 25 feet high or more, he can't "fly past". In fact, if the tunnel is not high enough to pass over them, he'll need to provoke twice, by leaving a threatened space and entering an enemies area. Just in case they have combat reflexes...

That said, I am holding on the web. This is Kazadors home, and he does what Rune Wardens need to do. Just offering my tactical consideration on the matter, but I'm fine either way.

I can daze the front orc(no save), or try and trip him up(so others can murder it).
I can ready to counterspell, or attack the enemy mage directly.
I can mirror image Nelly and she has enough speed to run past the mage and block his retreat, despite the ice.
Really, lots of options. I wanted to go with the web but then read we are doing a heroic charge, so I'll gladly support our Dwarven friend in retaking his home, the way he thinks would best support his needs.


[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)

For Kazador he doesn’t know what’s around the corner. Just that there is a mage. That’s why he isn’t teleporting. Upon looking at the map again, it’s a double move to get to the mage. So it makes more sense to quickly engage an orc, murder it, and then run down the Wizard.

So that’s the plan once he can actually see what’s going on.

Also, point of order. We’re not taking back his home. His home is now a tomb. We’re just adding new permanent residents to what is now the land of the dead. ;)


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:

Of course, I did offer to help seal it afterwards. But in order to call the shots, we'll take it from the orcs :) Semantics, really, but yeah, it's a necropolis and we'll simply murder all those responsible.

I'll await your action then...if you are outside the range, I WOULD probably slam a web over there. That lasts a whole lot longer but IS dismissible. So once these Orcs are taken care of, you could start charging as I dismiss the web :) sound like a deal?


[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)

With flight does the web even effect me?


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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

Said the fly to the spider ...


Brookside Campaign Journal

Very much so, yes, web would affect 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

We're just waiting on Turion now correct?


Brookside Campaign Journal

Indeed.


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

Um, I hate to suggest this, but if it was me this is how I'd like it done if I was absent this long.

I'd say, before you are done for tonight GM you "BOT" Turion for one of the actions he listed if he hasn't posted, then do the orcs stuff. That way we don't miss a whole day waiting. As always it's your call, but from what we've seen of Turion, I don't think he'd be too amiss to it.

RL happens, but waiting kills games.


Brookside Campaign Journal

Generally I wouldn't bot someone at this point since his most recent post (albeit in discussion) was less than 24 hrs ago. But given that it's not at the most critical juncture (this is essentially mop-up action now with the biggest risk being wasted resources) and he did list options, I'll take one of his listed options for him.

I do tend to find that I have to really, really push the pace before any players feel like it is too fast.


Brookside Campaign Journal

That poor orc... Winter's grasp only rolled 1 cold damage against him but that was all he had left...


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:

Yeah, no worries, I was actually waiting for Kazador to pick one. :)

The daze was actually magic missile + sorcerer robe, hence no save. It's only 3 times a day, but forcing the right enemies to skip a turn can do a lot of good. *looks at orc warlord*

Mostly, I wanted to web near the enemy mage to make him grappled(to force concentration checks on his casting and keep him fixed until we can reach him).
But if Kazador means to charge him, I would basically break his turn. That was the consideration - and since we are in his place, I would prefer to support his intended course of action, rather than act without taking other people's actions into account.


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, remember Algric takes 1d6 cold for starting in his turn on the ice.


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 think this is where we are. The turns have become a bit muddled. Kelian hasn't gone in a while.

Round 7:
Mel finishes patching up Kazador
Fyrto casts Summon NA III for
Kazador has to hold still until she's done
Orcs do stuff -- likely Mass Enlarge Person
Brolin casts Silent Image
---
Silent Image: 7/7+ rounds remaining
Spike Pit: 0/7 effect ends
Grease: 2/7 round remain
Haste: 2/7 rounds remain
Winter's Grasp: 3/6 rounds remain
Chains of Perdition: 4/7 rounds remain

Round 8:
Fyrtor finishes casting Summon N Ally, casts Burst of Radiance
Mel heals Brolin
Kazador readies action to attack when orcs engage illusions
Túrion casts Create Pit

---
Create Pit 7/7 rounds remaining
Summon N Ally (Aether) 6/6 rounds remain
Silent Image: 6/7+ rounds remaining
Grease: 1/7 round remain
Haste: 1/7 rounds remain
Winter's Grasp: 2/6 rounds remain
Chains of Perdition: 3/7 rounds remain

Round 9
Mel moves for position and readies action to shoot
Kazador casts Fly
Algric fires arrow
Túrion readies Daze
Brolin concentrates on Silent Image to make it do stuff when Kazador moves
---
Fly on Kazador: 10/10 rounds remain
Create Pit: 6/7 rounds remain
Summon N Ally (Aether) 5/6 rounds remain
Silent Image: 5/7+ rounds remaining
Grease: 0/7 effect ends
Haste: 0/7 effect ends
Winter's Grasp: 1/6 rounds remain
Chains of Perdition: 2/7 rounds remain

Round 10
Kazador moves and attacks orc in hallway
Algric shoots twice
Mel moves to check hallway

---
Fly on Kazador: 9/10 rounds remain
Create Pit: 5/7 rounds remain
Summon N Ally (Aether) 4/6 rounds remain
Silent Image: 4/7+ rounds remaining
Winter's Grasp: 0/6 effect ends
Chains of Perdition: 1/7 rounds remain


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:

@Mel: Aye, just a minor thing: It's a spiked pit again ;) Thats the one I got prepared, after all ;)
Limited slots and all that...apologies if that was unclear, but these Orcs will also have extra spikes to deal with.


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, will all these spells flying around and durantions actually running out during combat things have gotten hard to follow. A big thanks to Mel for going back and documenting it all. For future reference, I think I'm going to start my posts with this as a header listing all of the spells I've added to the mix. That way I can do my own part to keep sense of it all.

Active Spells:
Spell Name (x/y)


Brookside Campaign Journal

Yes please. All casters should do this from now on, as should I when I play casters.

On phone right now so will be updating the battle later today on my laptop.


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'm at 3/6 level 1, 2/5 level 2 and 2/4 Level 3 spells, so slightly over half spent. I think we are in mop-up more or less...Unless a new threat presents itself, I'd rather conserve some power.


Brookside Campaign Journal

Good call. I hate to present the party w only one encounter in a day.


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. It's tempting to try and contribute beyond necessity, but getting caught with pants down when reinforcements(aka "the other guard shift") show up is not desirable.
Unless one is a Sorcerer. Then blast away, starting in the mid-levels it will be hard to have enough rounds in a day to run dry.

Also, our melee is in pretty good shape, ranged too, so I would expect people to press on regardless :) It's in my best interest to be able to do something rather than twiddle my thumbs :)


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'm going to wait on my turn to see if Kazador downs the orc in my way. If he does, then I'll shoot at the caster.


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

[Qoute=Second GM]Nice full plate armor
A shield with a metal lion's face protruding from it
A fine battleaxe
A well-wrought throwing axe (appraise)
A belt with giants stitched into it
Two white cloaks
2 potions of CLW
1 potion of CMW
1 potion of protection from arrows
scroll of comprehend languages
scroll of mage armor (2)
scroll of mount
wand of enlarge person (14 charges)
A nice falchion (appraise)
A ring
A book with strange scribblings in it (spellcraft)
437 gp

So we're back to what to most groups is a happy thing, but we seem to dislike doing it, how are we we to spread the love around? If we are happy with how I proposed the loot list last time then we don't have to bring that all up again, aside from the 5000gp worth of coin we haven't allocated.


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:

Dibs on the book with strange scribblings that was found with the mage.
(Also, if that's a belt of giant strenght...Nelly can wear belts *smiles* (of course, proper party members have dibs first, just saying it would be beneficial to her if all other melee is set.))


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 still want to know what Kelian is wearing and wielding. If he's going to be a member our fighting force I expect we can outfit him much better than he currently is.


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

BTW, boy am I excited for level 8. I have several abilities that finally come online next level.

One in particular we should discuss GM is herbalism. From level 7 on I can make extracts of level 4 and higher spells. RAW I can't make extracts for lower level spells, which is... odd. I'd like to be able to, but whether or not I can will be up to you. <Looks at GM with huge puppydog eyes nearing tears> lol


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:

Hm, Fyrtor, care to explain why that would be good?
You can already make all those concoctions in 1 minute at Level 8, I think that applies universally at Level 7 Druid.
So you get Wisdom free ones per day in 1 minute per piece, then more at half price, for those Level 3 or lower(as per limit of Brew Potion)
And Level 4 or higher counts as Alchemist Extract with Infusion that actually block your spell slots while they exist.
Why would you prefer that handling for the lower-level ones? I think even at crafting cost, it's preferable to keep the slots available?

As I understand it, you don't really get more flexibility from the wider range of available spell options for an extract over a potion, since you could simply have that spell prepared yourself in the slot otherwise occupied by the extract. The only benefit I see would be to hand the extract off to e.g. Kelian and let him use it while you cast something else, but then, you are committing to a certain spell way ahead of time-


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

It would allow me to give out spells with the range of personal. Potions can't do that. It's odd that I can do this with higher level slots, but somehow get prohibited from doing it with lower level slots. The best explanations I've seen for this are either it was to prevent multiclass shenanigans, or what seems more likely that it was just poorly worded.

I would likely still usually just make some potions, but sometimes an extract would be worth holding a slot open for.


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:

Ah, right, that WAS a limitation of potions. Personal Range.
Which spells did you have in mind? Maybe that sways GM in your favor if they are not breaking anything?


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

Heightened awareness, longstrider, ironskin, there are some others, but those are a few I can think of off the top of my head.


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

You know, I once falcon-punched a fellow PC with two hits from a Battering Blast spell plus 4d6 sneak attack dice straight into a Hungry Pit.

He'd been raised as an undead minion of the BBEG and was attempting to kill the party at the time, and the other player was playing a temporary PC for that session.

He was still a bit salty, though. It was the second time I'd killed one of his PCs with a Pit spell. Come to think of it, he'd been raised as an undead horror the first time, too.

Good times.

This has been your random thought for the day.


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

Hit point check! Mel is uninjured.

If stat lines are up to date, then:

1. Kazador is at 70/74 (down 4).
2. Algric is at 40/64 (down 24).
3. Fyrtor is at 36/54 (down 18).
4. Brolin is at 45/45 (full).
5. Túrion is at 36/37 (down 1).
6. Kelian is at ??/?? (???).

GM, how is Kelian looking? I just took a quick look and I don't think he took any hits, but I could be wrong.

We absolutely need to get a couple of Wands of Cure Light to scatter around the party the next time we have a chance. Healer's Hands is great and gives back large quantities of HP all at once, but it would be nice to have a couple of wands to use for topping up people who aren't severely damaged (like Kazador and Túrion).


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

Also, I thought there were two cloaks...?

Would Algric be willing to use the viscous axe for now?

Who needs a ring still?

What about a cloak? Nel can wear a cloak I believe...

Brolin, do you want to take the lion's shield?

What about Algric's armor, does he want to use the full plate? Are we using the fitment rules for armor?

Turion, did you want the scrolls again?

Who want's to carry the wand?


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

Alright then, Alrgic takes: Viscous battle axe, 1 clock of resistance (there might be 2?), and a ring of protection. Also I don't see the belt of +2 dex we assigned Algric equipped.

That means we have the cloak of the manta ray to assign now.

I should really just make a google sheet for loot.


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Thanks for pointing that out

This is a pretty decently equipped follower!


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

It's ok, when we get to town we can sell it all off ;)


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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

Ok guys, I made a sheet with all of the gear since Fyrtor joined assigned except for the mundane stuff people took from the ship (didn't seem important) and the 5000gp from the pirates and the 437gp from the orcs.

Here's the link to the sheet I made. I assigned everything out, but no one should take my assignments as fact. Someone needs to start the discussion, so there's the discussion starter :) GM you'll need to look at this as well as some stuff is going to Kelian (who we still need to know gear for).

PartyLoot


Brookside Campaign Journal

Correct, Mel. Kelian wasn't injured in this past fight.

Thanks for playing quartermaster, Fyrtor. I agree with the use of a google sheet. We do have an existing loot sheet linked in campaign info so it shows at the top of the page. Has that one become obsolete as well? Reminder, I don't manage the party's loot for them except to point out generous irregularities but I can take a look this once if necessary, Fyrtor.

Regarding extracts, I'm going to have to say no. The 3rd level or higher restriction looks like it's intended to assure that you mind giving up the spell slot in order to pass out spellcasting that doesn't require your action economy.


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'll be happy to combine the two sheets, I just don't know what is going on with the old one. There's things I don't know if they were passed out or sold etc.

Mostly I just need to know what Kelian has and if he'd want/use various items. Aside from that I think we can fight it out among ourselves :)


Brookside Campaign Journal

Mel, do you know the status of the other sheet?

And yes, there were two cloaks of resistance +1.

Regarding equipping Kelian, I've been resistant to do so for a couple of reasons but I propose the following: Mel can control Kelian in combat and spec him out as a 6th level human paladin (yeah yeah, you probably knew that). She can equip him assuming 1000 gp starting equipment plus whatever you throw his way. I'll still handle Kelian outside of combat but Mel has a very good idea of his character anyhow. Let it be understood that Kelian, like Algric, is a temporary NPC follower. The story will take them a different direction from you eventually. Thoughts, Mel?

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