GM Auke's Among the Living
(Inactive)
Game Master
Auke Teeninga
Map!
Ghosting Ebon
Rage, bull's strength
To Hit: 1d20 + 11 + 1 + 2 ⇒ (6) + 11 + 1 + 2 = 20 Misses
You hear more casting from the east side of the room.
"Smash the unbelievers!" Fel commands the zombie.
Then the damage on Zyphus Zombie seems te be fixed somewhat.
The Zyphus Zombie steps and attacks Talwin!
To Hit: 1d20 + 16 + 2 + 2 ⇒ (13) + 16 + 2 + 2 = 33 Hits
Damage: 2d6 + 7 + 2 ⇒ (5, 6) + 7 + 2 = 20
Pokey
Muluk
Talwin (Haste 1 rounds)
Tywin
Targost
Ebon
Zyphus zombie
Fel Bustrani
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
so the cleric in fullplate im standing next to got up strolled away and cast spell without making any noise?
Pokey wrote: so the cleric in fullplate im standing next to got up strolled away and cast spell without making any noise?
Summoner 5 | AC 18(+4 cover) (T 12, FF 16). HP 35 Fort +7, Ref +6, Will +5 (+4 vs charm/compulsion +2 vs ench). Init +2, CMB 7/CMD 19, Speed 30ft/40ft mounted
Tywin and the earth elemental shift to more tactical positions and continue to slam into the big zombie. [ooc]Earth elem going through the ground to end up on the other side.
lance: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 251d8 + 7 ⇒ (3) + 7 = 10
slam: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 211d6 + 8 ⇒ (3) + 8 = 11
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
GM Auke wrote: Pokey wrote: so the cleric in fullplate im standing next to got up strolled away and cast spell without making any noise? ** spoiler omitted ** so i know he moved and where he moved to, but being that i am a total moron, i shot the floor next to me. also wondering why he has 9 prebuff spells going
Tywin-RK wrote: Earth elem going through the ground to end up on the other side. He still leaves a threatened square and moves more than 5 feet, so this provokes.
AoO Zombie: 1d20 + 16 + 2 + 2 ⇒ (1) + 16 + 2 + 2 = 21 for damage: 2d6 + 7 + 2 ⇒ (1, 2) + 7 + 2 = 12
Pokey wrote: So i know he moved and where he moved to, but being that i am a total moron, i shot the floor next to me. also wondering why he has 9 prebuff spells going
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
GM Auke wrote: Pokey wrote: So i know he moved and where he moved to, but being that i am a total moron, i shot the floor next to me. also wondering why he has 9 prebuff spells going ** spoiler omitted ** gotta call BS on that. some of those are min/lvl, haste is rounds/lvl. to do all those fights and search the rooms was plenty of time for at least some of those to be gone.
and its a DC 0 perception check to hear him casting a spell, so shooting the square the cleric is in should stil work.
Hearing him cast is not the same as pintpointing. And even if you would pinpoint him due to this, he moved after casting... He cast the long duration spells (hours/level, 10minutes/level) beforehand and the shorter duration ones when you entered the basement.
GM Auke wrote: You hear chanting coming from the South!
Summoner 5 | AC 18(+4 cover) (T 12, FF 16). HP 35 Fort +7, Ref +6, Will +5 (+4 vs charm/compulsion +2 vs ench). Init +2, CMB 7/CMD 19, Speed 30ft/40ft mounted
In that case he should still roll stealth, he only gets a +20 from moving while in invisible, and I have the feeling he has a negative modifier ;). 1's do happen after all ^^
Tywin-RK wrote: In that case he should still roll stealth, he only gets a +20 from moving while in invisible, and I have the feeling he has a negative modifier ;). 1's do happen after all ^^ As long as noone spends a move action for an active perception to locate him, I don't have to.
Summoner 5 | AC 18(+4 cover) (T 12, FF 16). HP 35 Fort +7, Ref +6, Will +5 (+4 vs charm/compulsion +2 vs ench). Init +2, CMB 7/CMD 19, Speed 30ft/40ft mounted
Tywin has a move action left!
Hearing the cleric shout for the zombie to attack further, Tywin tries to locate him.
perception: 1d20 - 2 ⇒ (20) - 2 = 18
-Posted with Wayfinder
Tywin notices the presence of an active invisible creature within 30 feet. He gains a hunch that “something’s there” but can’t see it or target it accurately with an attack.
Male Human (Keleshite) Cavalier 2/Paladin of Sarenrae 3 || 44/44 hp (44/44 nonlethal) || AC 19/Tch 12/FF 18 || Fort +11 Ref +4 Will +6 (+4 in hot conditions, +1 vs. fire) || CMB +8 CMD 19 || Init +1 || Perception +2
Muluk taps himself with the wand of cure light wounds.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Summoner 5 | AC 18(+4 cover) (T 12, FF 16). HP 35 Fort +7, Ref +6, Will +5 (+4 vs charm/compulsion +2 vs ench). Init +2, CMB 7/CMD 19, Speed 30ft/40ft mounted
"I think he is near here, but I can't quite find him with this big brute making all this racket."
Summoner 5 | AC 18(+4 cover) (T 12, FF 16). HP 35 Fort +7, Ref +6, Will +5 (+4 vs charm/compulsion +2 vs ench). Init +2, CMB 7/CMD 19, Speed 30ft/40ft mounted
Btw the earth elemental doesn't provoke because he has cover, he's attacking from under ground using his earth glide. Maybe I didn't make it clear enough before, but he never surfaced except to attack at which point only his limp/upper torso comes out like with normal attack to be able to hit him, he is not moving up to attack with a 5 ft step or anything. Gives him total cover and only normal cover while attacking. So unless it readies an attack, it can't hit him.
Tywin-RK wrote: Btw the earth elemental doesn't provoke because he has cover, he's attacking from under ground using his earth glide. Maybe I didn't make it clear enough before, but he never surfaced except to attack at which point only his limp/upper torso comes out like with normal attack to be able to hit him, he is not moving up to attack with a 5 ft step or anything. Gives him total cover and only normal cover while attacking. So unless it readies an attack, it can't hit him. When you attack from the ground you have 50% miss chance and don't count as flanking, are you sure you want to go that way?
Summoner 5 | AC 18(+4 cover) (T 12, FF 16). HP 35 Fort +7, Ref +6, Will +5 (+4 vs charm/compulsion +2 vs ench). Init +2, CMB 7/CMD 19, Speed 30ft/40ft mounted
I don't suppose it's possible for it to stay submerged partially to provide cover while sticking his head, limbs and upper torso out out? Why the 50% mischance and no flanking though? He is at the opposite end of the zombie, just translocated 5 feet lower. You would still flank with a bird that is 5 ft above the ground and still attacking the same monster as you are as long as you are on opposite end of him right?

IMO it is comparable to an incorporeal creature attacking from inside a solid object.
rules wrote: An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. Also: Using such tactics are a bit beyond an int 4 creature (I've seen Int 14 spectres do so), so unless you actually speak Terran...
Summoner 5 | AC 18(+4 cover) (T 12, FF 16). HP 35 Fort +7, Ref +6, Will +5 (+4 vs charm/compulsion +2 vs ench). Init +2, CMB 7/CMD 19, Speed 30ft/40ft mounted
Well the earth elemental does have tremorsense to help with locating creature. It can pinpoint them, so that should overcome the concealment chance which the incorporeal creature has, or at least reduce the miss chance. I figure the earth elemental would use tactics like these against a large opponent that has the power to slap it to bits. Just like air elementals use fly by. It's fighting the zombie to the best of his abilities after all.
Tywin-RK wrote: Well the earth elemental does have tremorsense to help with locating creature. It can pinpoint them, so that should overcome the concealment chance which the incorporeal creature has, or at least reduce the miss chance. I figure the earth elemental would use tactics like these against a large opponent that has the power to slap it to bits. Just like air elementals use fly by. It's fighting the zombie to the best of his abilities after all. Pinpointing is actually just knowing what square someone is in (you know where it touches the ground, but that's all.). Unrelated: Fly By does provoke, so that would be really stupid... Best of its abilities: Complex Tactics aren't part of his int 4 abilities.
Pokey
Talwin (Haste 1 rounds)
Targost
Ebon
Zyphus zombie
Fel Bustrani
Muluk
Tywin
Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3
Okay, I'm an inch from death and can't heal without provoking. I can cast See Invis. If one of you other casters can do a glitterdust I could call out the square. But if I'm just your spotter he'll drop me like a bad habit. Long story short, I'll delay till just before the baddies. Please drop this zombie now guys!
-Posted with Wayfinder
Male Half-Elf Sorcerer 2/Fighter(Archer)2 HP: 22/22 AC: 17, Touch:13, Flatfooted:14 Saves: F: +3, R: +3, W: +3 CMD: 18 Init: +5 Perception +9
Another arrow flies from Targost's bow towards the hulking zombie.
Attack-ranged: 1d20 + 9 ⇒ (20) + 9 = 29
Confirm Crit: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Crit Damage: 4d6 + 8 ⇒ (3, 4, 3, 3) + 8 = 21
Targost wrote: Another arrow flies from Targost's bow towards the hulking zombie. The arrow hits the zombie in the eye and almost comes out the other end. It's just barely (un)life!
Ghosting Ebon
Ebon swings his sword at the zombie.
Rage 8/12, Bull's strength
To Hit: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 Threat!
To Hit: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27 Confirms!
Damage: 4d6 + 24 ⇒ (5, 6, 1, 4) + 24 = 40 Kills the Zyphus Zombie!
Pokey
Talwin (Haste 1 rounds)
Targost
Ebon
Zyphus zombie
Fel Bustrani
Muluk
Tywin
Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3
Talwin nearly faints in relief to see the zombie fall. He then steels himself for the priest's wrath. He casts see invisibility while looking towards the room. Once he spots the priest, he will call out his location to Pokey.
"Shoot there!"
He switches judgements to healing swiftly, regaining a bit of strength.
So change judgements as swift. Recover 2 HP. Cast see invis as standard. Call out square as move. If that is a free, I'll draw my heal wand.
-Posted with Wayfinder
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d12 + 11 ⇒ (12) + 11 = 23
Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 4d12 + 48 ⇒ (8, 9, 7, 9) + 48 = 81
Pokey wrote: Attack: 1d20 + 8 ⇒ (4) + 8 = 12 That's a misfire...
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
Attack: 1d20 + 9 ⇒ (1) + 9 = 10 and you didn't clear it, so the musket explodes on a 4.
Exploding musket damage: 1d12 + 11 ⇒ (6) + 11 = 17
Reflex Pokey: 1d20 + 9 ⇒ (6) + 9 = 15
Fel becomes visible again! Flying directly above Tywin!
To Hit: 1d20 + 16 ⇒ (19) + 16 = 35 Hits for damage: 1d6 + 6 ⇒ (6) + 6 = 12
"I need bodies to animate!"
Pokey
Talwin
Targost
Ebon
Muluk
Tywin
Fel Bustrani
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
yes i did, the whole round of shooting that didnt happeni cleared it during that.
Sorry, I think I missed the post where you said you cleared the gun. Can you link to it please?
Male Human (Keleshite) Cavalier 2/Paladin of Sarenrae 3 || 44/44 hp (44/44 nonlethal) || AC 19/Tch 12/FF 18 || Fort +11 Ref +4 Will +6 (+4 in hot conditions, +1 vs. fire) || CMB +8 CMD 19 || Init +1 || Perception +2
Muluk moves forward, tapping himself with the wand of cure light wounds as he goes.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Male Human Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3
Not to rain on the parade, but if we can assume no misfire and explosion, there's still the miss chance.
Talwin draws his wand and gives himself a bit of healing otherwise he waits for his healing judgement.
Clw wand: 1d8 + 1 ⇒ (1) + 1 = 2
4 more HP back!
-Posted with Wayfinder
Male Half-Elf Sorcerer 2/Fighter(Archer)2 HP: 22/22 AC: 17, Touch:13, Flatfooted:14 Saves: F: +3, R: +3, W: +3 CMD: 18 Init: +5 Perception +9
Targost fires at the now visible cleric
Attack-ranged: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
Targost wrote: Targost fires at the now visible cleric
Attack-ranged: 1d20+9
Damage: 2d4+4
Misses
James W.'s computer died and its replacement will take a few weeks, so I'll continue ghosting him.
Ghosting Ebon
Rage 9/12, Bull's strength
To Hit: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 Hits!
Damage: 2d6 + 12 ⇒ (6, 2) + 12 = 20
"The only god that will get a sacrifice is Gorum, as your death by my sword will not be an accident!"
Summoner 5 | AC 18(+4 cover) (T 12, FF 16). HP 35 Fort +7, Ref +6, Will +5 (+4 vs charm/compulsion +2 vs ench). Init +2, CMB 7/CMD 19, Speed 30ft/40ft mounted
"Well you don't get my body to resurrect, it belongs to Graxus! Go resurrect your own body after we smash it!"
Tywin drops his morningstar and takes a swing at the floating cleric.
morningstar flank?: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 6 ⇒ (4) + 6 = 10
The earth elemental slides closer and tries to attack the floating target as well, but has less success at it.
slam+PA: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 7 ⇒ (3) + 7 = 10
If it isn't a misfire and we roll the mischance, the cleric could already be dead. Schrodinger's cleric?
Tywin-RK wrote: If it isn't a misfire and we roll the mischance, the cleric could already be dead. Schrodinger's cleric? I've reread the thread and I can't find the 'I spend 1 grit and a move action to clear my gun' post. Maybe it got eaten by the forum, but as a GM I must enforce the rules on the posts that are present, so the gun exploded. Luckily the party will knock the cleric down soon anyway, so Pokey can use one of his exploded muskets as a club and bash Fel Bustrani's skull in.
Tywin hits the flying cleric with his morningstar.
Pokey
Fel Bustrani
Talwin
Targost
Ebon
Muluk
Tywin
continuing the combat
Fel Bustrani tries to hover fly: 1d20 ⇒ 4, but fails, so he moves and provokes.
AoO Ebon: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 Threat
AoO Ebon: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 Confirms
Damage: 4d6 + 24 ⇒ (6, 6, 3, 5) + 24 = 44
Fell's body and head slowly float down...
Combat is over!
Male Half-Elf Sorcerer 2/Fighter(Archer)2 HP: 22/22 AC: 17, Touch:13, Flatfooted:14 Saves: F: +3, R: +3, W: +3 CMD: 18 Init: +5 Perception +9
Targost places his arrow back in the quiver and breaths a sigh of relief.
"Glad that is over! Now what to do about this big stone?"
Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24
Know-Arcane: 1d20 + 6 ⇒ (10) + 6 = 16
Seeing if he can tell anything about the rock

Killing Fel Bustrani severs his link to the Zyphus Stone’s magic, dropping the building's lockdown.
When you extensively search the House of the Immortal Son for Wuthers, you find his zombie corpse among the dead. In his belt pouch is a draft of the final letter he wrote to Venture-Captain Eliza Petulengro, wherein he details the final stages of the dig and the strange character of his companion—noted as “cleric of Irori” but clearly Bustani. His pouch also contains a personal journal, a shorthand record of his many adventures as a Pathfinder.
The Zyphus Stone is a terrible artifact and you, as Pathfinders, immediately know that its acquisition could be both a boon and a terrible burden for the Society. There are two choices: taking the time and effort necessary to destroy the stone, thus ridding the world of its potent necromantic magic, or returning the stone either to the Grand Lodge in Absalom or to the Pathfinder Lodge in Oppara for safe-keeping.
Surprisingly, more than half of the theatergoers survived the zombie onslaught by gathering together and fighting off the undead menace. Because the PCs dealt with Quint’s roving band bent on stamping out resistance as well as defeating Bustrani himself, the wealthy socialites and nobility of Oppara now have several dinner parties’ worth of sordid zombie stories with which to frighten and awe their friends.
Male Half-Elf Sorcerer 2/Fighter(Archer)2 HP: 22/22 AC: 17, Touch:13, Flatfooted:14 Saves: F: +3, R: +3, W: +3 CMD: 18 Init: +5 Perception +9
I say destroy it! That way it can never be used for evil!
OOC Discussions over here!
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
going to a local con this weekend, so will be a little light on post, sorry.
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
i put my musket in my Endless Bandolier that i wore under my shirt.
Ah! Ok! :-) Sorry, thought is was a regular one!
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
Please, if that's the worst thing to happen this is going to be a great run.
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
I have a request. Can you put a map link in the class part of your allies please?
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
i want to ba an alchemist so badly right now...
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
Hey, what about the people and chairs between me and the bugbear?
Pokey wrote: Hey, what about the people and chairs between me and the bugbear? The people in between were dead and the chairs don't count as difficult terrain, so the Bugbear can just ignore them.
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
But if the people were dead he doesn't get the cover bonus which should mean a 4th hit, don't think it'll kill it but I might not need to risk multiple shots next turn if it does.
Sure, give me another damageroll
GM Auke wrote: Sure, give me another damageroll Ok, I rolled for you to speed things up.
Human
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
GM Auke wrote: GM Auke wrote: Sure, give me another damageroll Ok, I rolled for you to speed things up. Thank you.
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
Sorry about that, yeah that's what I would do.
Human
I'll be at a convention in the south of England from Wednesday till Sunday and I'll probably won't be able to post during that time due to lack of WiFi.
Let's see if we can get to a nice cliffhanger before Wednesday! :-)
Human
Ok, I've got WiFi, so I'll try and keep things running!
AC 27 (T 13, FF 24). HP 30, Fort +4, Ref +5, Will +1(+2 vs charm & compulsion). Init +5, CMB 8/CMD 21, Speed 40ft/Flight 40ft
Please roll stealth for everyone inside a room even though they are "hidden" next time. You only rolled for the woman...
Graxus wrote: Please roll stealth for everyone inside a room even though they are "hidden" next time. You only rolled for the woman... Due to their circumstance modifiers rolling wasn't necessary. They were immobile and completely behind the crates (they couldn't see you either...). And the darkness, sounds from the main hall and the smell of fresh paint...
AC 27 (T 13, FF 24). HP 30, Fort +4, Ref +5, Will +1(+2 vs charm & compulsion). Init +5, CMB 8/CMD 21, Speed 40ft/Flight 40ft
They could have breathed, moved slightly which jiggles armor or cracks the wooden floor or something else. According to core book they could only get a +5 mod at the most (example: "A roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.") With penalties from armor, low dex / stealth skills and some decent perception rolls from our end, we could have easily noticed them before they sprung traps.
They could have just as well rolled 1's. Pokey even rolled a 20 on his perception check for a 35. He could have noticed an invisible creature if it moved around.
They would need cover to make a stealth to begin with, so that shouldn't be an excuse.
Human
Normal stealth implies that they can actually see you (like peeking behind the corner of a bush). This is more like standing behind a wall. Unless you can see through the wall they are not visible at all (and invisible and immobile grants a +40). They had aple time to set up the trap and just took 10. Did you beat a 50?

AC 27 (T 13, FF 24). HP 30, Fort +4, Ref +5, Will +1(+2 vs charm & compulsion). Init +5, CMB 8/CMD 21, Speed 40ft/Flight 40ft
I am not talking purely about visibility. Sounds and smells could have given them away just as easily. They do not get +40 modifiers for standing still based on the sound that they make. Have you ever tries standing completely still for a long while in a set of armor? Nigh impossible and even so they have to breathe. They would still have to roll stealth rolls.
The modifiers you use are for the spell invisibility specifically which is not in play in this instance.
If they have heavy armor on they have a penalty of at least 5. The distraction of the paint, background noise would be a -2 at most looking at descriptions, but even if we say the crowd makes a noise of a dragon it evens out of the armor penalty. Then we have a 10, on the stealth roll even with possibly a +20 for being immobile (which shouldn't be applicable). Pokey could have made that since he rolled a 35.
Human
Due to the paint smelling them is impossible.
Due to the screaming of the Taldan nobles hearing them is impossible.
Due to the fact there is a wall of crates between them seeing them is impossible.
AC 27 (T 13, FF 24). HP 30, Fort +4, Ref +5, Will +1(+2 vs charm & compulsion). Init +5, CMB 8/CMD 21, Speed 40ft/Flight 40ft
Not according to perception rules. A roaring dragon give a +5 mod at most on hearing checks. I assume the taldan nobles are not producing more sound than a roaring dragon. An overpowering stench gives a +5 mod at most on smell checks. Paint is not an overpowering stench like a troglodytes.
Core book on perception wrote: Background noise might increase a DC involving hearing, while competing odors might increase the DC of a check involving scent. Both of these only give a +2 mod to perception checks.
Here's a link to it.
Human
Graxus wrote: Here's a link to it. Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.
You got a free perception to see the woman, because there was an observable stimulus. You didn't get a free perception to see the men cause there wasn't an observable stimulus.
AC 27 (T 13, FF 24). HP 30, Fort +4, Ref +5, Will +1(+2 vs charm & compulsion). Init +5, CMB 8/CMD 21, Speed 40ft/Flight 40ft
Then I already would have been able to hear them from the active perception check (a 33) I made before we opened the curtain... Unless you are claiming a curtain muffles sound and stops smells.
An observable stimulus can be a sound just as well as a sight.
Human
Graxus wrote: Then I already would have been able to hear them from the active perception check (a 33) I made before we opened the curtain... Unless you are claiming a curtain muffles sound and stops smells.
An observable stimulus can be a sound just as well as a sight.
Yeah, the sound of 3 humans breathing in another room whilst standing in a room with 200 shouting and screaming people. That's DC 33? Sorry, it's higher.
Smelling 3 humans in another room over the overwhelming scent of fresh paint whilst standing over the body of a rotting Minotaur? That's DC 33? Sorry, it's higher.
I'm done with this discussion. I know that you currently have too much time on your hand, but I don't.
AC 27 (T 13, FF 24). HP 30, Fort +4, Ref +5, Will +1(+2 vs charm & compulsion). Init +5, CMB 8/CMD 21, Speed 40ft/Flight 40ft
This has nothing to do with me having too much time on my hands, rather than trying to form a discussion with a GM over the rules. Which are quite clear in the perception section of the core book, but which you are ignoring.
I would have preferred you would use a stealth check for the minions like every other PFS ambush that I encountered to date lets us the moment we entered the room. By your lack of arguments it either being in the scenario (with a set dc) or not, makes me believe that you are improvising this encounter. I don't mind this normally as it could increase the challenge or the fun of the game. But then give us a chance to detect or counter that strategy instead of forcing it on us. Especially since we are already playing up.
Human
Graxus wrote: I don't mind this normally as it could increase the challenge or the fun of the game. But then give us a chance to detect or counter that strategy instead of forcing it on us. Especially since we are already playing up. Yeah, I'm trying to add to the fun.
And about the challenge... It's a year 0 module, which is intended for 4 players and uses very simple enemy options. You are using highly optimized characters, so it should be ok!
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
im not that highly optimized, am i?
Human
Pokey wrote: im not that highly optimized, am i? Compared with 3.5 PHB? You absolutely are!
Half-Elf Gunslinger (Musket Master) 5 | HP 34/34 | AC 16; Tch 16; FF 10 | F +4; R +9; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +7 | +1 Double-Barreled Musket +8/+8 (1d12+11) | Perc +15
Ok, I'll give you that one.
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