Martok, Dwarf Flame Shaman |
So... I have a couple of questions from looking at the map.
How many orcs are there?
I see 6 orcs + an orc chief (?) (all with a red circles) on the 'lower' map.
However, I also see 4 more orcs (no red circle) on the 'upper' map. Is this correct? Is this below deck and PC don't know about this?
Sasha the Mouse |
Sorry for the extended absence without notice, folks. The family member that had congestive heart failure has been moved to a permanent care facility and I am one of the ones tasked with emptying her apartment and sorting through her things. I've been spending every day working from 8 AM to about 8 PM at that, then coming home and doing work for the convention that I am helping put on in a month. We have to get this done as soon as possible, because they want to rent out the apartment. I don't know how long this is going to take, but it shouldn't be more than another week, tops. I don't blame anyone for dropping me, or dropping out of my game, but I hope you will stick with it.
GM Captain Trips |
This fight would have been so much easier if you would have beat the information out of that stupid half-orc crewmember. You all are too nice! :)
Just from an OOC perspective, there are two ways this fight can go. One is the way you all are experiencing, which is full of suck. The other, is once that once you figured out he was being somewhat controlled by an outside influence, intimidate or threaten him well enough that he admits he knows about a woman stowed away in a secret compartment on the ship. Then you get to track her down and fight her one on one, where she's still a CR 6 challenge on her own.
This fight is looking bad bad bad.
Martok, Dwarf Flame Shaman |
The woman doesn't appear very wounded, and the orc has taken one decent hit and a minor one. Wounded, but not what I'd call "bloodied".
Channel requires line of effect, so it wouldn't help from his location.
I don't know how you guys do this but I brought the discussion over here.
I thought I did NOT need line of effect for channeling.
In any case, I thought about channeling but two problems; a) I would heal the bad guys (minor problem if you all are healed, especially if the cavalier gets up) and b) I would only heal you about 6-7 hitpoints which is nothing compared to the damage the bad guys are putting up.
I think we're out of luck and, barring 'GM niceness' or someone pulling the proverbial rabbit out of hat, this is the end of these PCs...
PS: I hope it's not the end of the campaign because I have another dwarf that I want to play. :)
GM Captain Trips |
I have one "Get out of Jail Free" card that I can play here, but I also think that I'm going to institute something I use in my home games, which are Hero Points. Nothing I hate more than a TPK, especially when you have this kind of time put into a character. Martok may have just joined, but for the most part the rest of you have been trucking along since we started, which is a year ago at the end of this month.
So starting this round of combat, each of you has one Hero Point at your disposal. If you have questions about how they work I will include a link at the bottom of the post to refer to. This might be the round to make use of them!
Gizsmith Glitterbyte |
RAW, a stable character can make a DC10 Con check (with the negative HP penalty) to become conscious. At that point they are treated as disabled.
Corentin the Younger |
If I'm looking at the same section I think that's only after an hour. Regardless Corentin will happily accept the GM love though I think with Gizsmith and Martok coming into the fight things are looking up.
Szacha the Fiddler |
I have one "Get out of Jail Free" card that I can play here, but I also think that I'm going to institute something I use in my home games, which are Hero Points. Nothing I hate more than a TPK, especially when you have this kind of time put into a character. Martok may have just joined, but for the most part the rest of you have been trucking along since we started, which is a year ago at the end of this month.
So starting this round of combat, each of you has one Hero Point at your disposal. If you have questions about how they work I will include a link at the bottom of the post to refer to. This might be the round to make use of them!
Thanks for the bit of help!
That being said, I'm happy with losing the fight if it's what happens, as long as we find a way to turn this into a good story! :)
Johan Fletcher |
With three shots I fear that archer can put any one of us down every turn, with the exception of maybe Martok - two turns for the dwarf. So yes, trip her, grapple, her. etc. With her favored enemy bonuses she can take both me and Corentin out easily in a single round, and two arrows at either of us will likely kill us.
Corentin the Younger |
Now that was a quality potion :)
She is pretty nasty, and she's in a decent spot as well. Starting to have a lot of targets to deal with though.
Corentin the Younger |
Forgot to ask before but do we recognize our mysterious saboteur from town? Anyone with K:Local want to give it a try?
Corentin the Younger |
Sorry, poorly worded on my part. I meant do we recognize the archer as being from town.
Corentin the Younger |
I'm glad we've already establish that crocodiles follow the boat :)
GM Captain Trips |
For those that wanted a chronicle for book 1, the link to download is below.
Harry, I reported this on character 17 for you, which had no entries yet. Once you have a look at the chronicle, if you want it moved to a different character #, just let me know.
Steve, I reported this on character 3 for you. I know you really don't play PFS much at all, but its there for future use.
About half of you all don't play PFS, which is a damn shame, and you should try it out. If you do decide to get involved just let me know and I'll add you to the reporting.
Corentin the Younger |
Does the entangle cover the upper deck as well?
edit - Also, is it a standard to deactivate a magic item? I'm assuming so since it's one to activate but it doesn't seem to say.
Corentin the Younger |
Sounds right.
What's the state of the ship right now? Did we run aground, are we drifting down river, did the anchor get dropped?
Corentin the Younger |
Going to wait to see if Sasha dispels the entangle or has something sneakier to do.
If it does drop Cor will drop Righteous Might and move 20' south and then east along the cabin (putting him two squares diagonally SE from where he is now I believe. If not he'll keep might and to try and climb up onto the deck above the cabin.
Johan Fletcher |
Ditto. I am not sure that dropping the entangle is the best thing Sasha can do and I want her to whatever is best, but I need to know before I act.
Edit - I read this before the game play. My post is up. I hope a 23 hits that archer!
Johan Fletcher |
I am traveling starting tomorrow morning for the next 8 days - Ski Trip. Please bot me if you need to to keep things running. I will check in as time and internet are available.
Szacha the Fiddler |
I took a look at the last fight, and only Corentin took advantage of the raging song. Is this a good feature? Should I take something else than totem spirit, which gives an extra attack to all the raging members, as long as there is a target within five feet?
I'd like to hear what your thoughts. I don't mind asking the DM if I can shift things around a bit in order to be of more help to the group.
Martok, Dwarf Flame Shaman |
I took a look at the last fight, and only Corentin took advantage of the raging song. Is this a good feature? Should I take something else than totem spirit, which gives an extra attack to all the raging members, as long as there is a target within five feet?
I'd like to hear what your thoughts. I don't mind asking the DM if I can shift things around a bit in order to be of more help to the group.
I didn't know I could have used it. I thought you had to be present when the song started. A buff is always good but I guess it's up to you.
GM Captain Trips |
Going to list loot here, since it will be easier for me and less of a headache. I'm never a big fan of making people identify stuff, so I'm assuming Giz is going to give everything a good look and use his supreme gnomelike arcane knowledge to let you all know what everything is.
On the orcs (6):
Each orc had a falchion, studded leather, and 15gp.
The burned orc:
He has a +1 falchion, 2 potions of cure light wounds, one application of burn gel, 4 javelins, a masterwork chain shirt, a belt of incredible dexterity +2, and 21gp.
The archer:
She had a +1 composite longbow, a mithral chain shirt, a potion of cure serious wounds, a wand of cat's grace (7 charges), a wand of invisibility (6 charges), a masterwork short sword, 2 vials of acid, 2 tanglefoot bags, the true love locket that was a match to the one found in Trunau, thieve's tools, and 135gp.
GM Captain Trips |
She was definitely a good build for a bad guy. And with only a 15 point buy to boot.
Granted, she had time to set up her ambush since the party never determined her hiding place on the ship, which gave her Shield and Cat's Grace at the start of combat. That's what jacked up her AC to considerable levels.
I completely forgot to use her Sorcerer bloodline ability on Szacha and Martok as well. They likely would have made the save, but it could have made a slight difference. In the end once you all dealt with the orc barbarian she didn't have much of a chance. On the last round she had pulled her wand of invis and was going to use it, climb up the wall as her move action, and try to set up an escape using ghost sound.
In the end you all did very well and had some solid tactics. There was some excellent teamwork going on. Facing two CR 6 NPCs is never easy.
Melira CR 6
XP 2,400
Female human ranger (trapper) 6/sorcerer (wildblooded) 1 (Pathfinder RPG Ultimate Magic 65, 70)
NE Medium humanoid (human)
Init +5; Senses Perception +10
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Defense
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AC 23, touch 15, flat-footed 18 (+4 armor, +5 Dex, +4 shield)
hp 61 (7 HD; 1d6+6d10+20)
Fort +6, Ref +10, Will +6
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Offense
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Speed 30 ft.
Melee mwk short sword +7/+2 (1d6/19-20)
Ranged +1 composite longbow +13/+8 (1d8+1/×3)
Special Attacks combat style (archery), favored enemies (dwarves +2, humans +4)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—shield, sow thought[ARG] (DC 14)
. . 0 (at will)—daze (DC 13), ghost sound (DC 12), light, resistance
. . Bloodline Karmic
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Statistics
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Str 10, Dex 20, Con 12, Int 8, Wis 15, Cha 14
Base Atk +6; CMB +6; CMD 21
Feats Deadly Aim, Endurance, Eschew Materials, Point Blank Master[APG], Point-Blank Shot, Rapid Shot, Spell Focus (enchantment), Toughness, Weapon Focus (longbow)
Skills Acrobatics +10, Bluff +12, Climb +6, Disable Device +12, Handle Animal +6, Knowledge (geography) +3, Knowledge (nature) +3, Linguistics +0, Perception +10, Stealth +12, Survival +9, Swim +6
Languages Common, Orc
SQ fate's retribution, favored terrain (water +2), hunter's bond (animal companion), track +3, trap 5/day (alarm, snare), trapfinding +3, wild empathy
Other Gear mithral chain shirt, +1 composite longbow, mwk short sword
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Retribution (5/day, DC 12) (Su) Starting at 1st level, when you are hit by a melee attack, as an immediate action, you can curse the creature that struck you. The target takes a -2 penalty on all attack and damage rolls for 1d4 rounds. A Will save (DC 10 + 1/2 your sorcerer level +
Favored Enemy (Dwarves +2) (Ex) +2 to rolls vs. Favored Enemy (Dwarves) foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Water +2) (Ex) +2 to rolls when in Favored Terrain (Water).
Karmic When you cast a Personal spell, gain a save bonus of its level for 1 round.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Track +3 Add the listed bonus to survival checks made to track.
Trap (5/day, DC 15) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Szacha the Fiddler |
A bard sound would be much better for me. I hope to seldom take advantage of your raging song. But this is a more a feature of my class than yours.
Yes, Johan cannot make much use of it, yet. Perhaps with other rage powers attached to it...
I was curious about Sacha and her wolf. They might profit from the rage.