1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

Ber


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Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

this touch attack business is really pissing me off, i am behind a wall and it can still get me?? ridiculous

miss chance vs Cretien: 1d100 ⇒ 42 1-20 = miss


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan casts magic missile at the crawler that grappled Cretien, then searches for a mechanism to stop the pit trap.

2d4 + 2 ⇒ (2, 2) + 2 = 6
Perception: 1d20 + 4 ⇒ (19) + 4 = 23


Shot Putter Funkmeister

it is above you. I don't understand what the problem is, I understand it is a bit frustrating, your guns are touch attacks as well.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13
GMEDWIN wrote:
it is above you. I don't understand what the problem is, I understand it is a bit frustrating, your guns are touch attacks as well.

i guess the rules are just bothering me, now that i am seeing this particular interaction. makes very little sense, to me at least, that i am getting hit while essentially around a corner shooting my gun through a tiny slot. just very dissonant in terms of reality.


Shot Putter Funkmeister

Johnathan

Spoiler:
In addition to what I wrote under round 1, you realize that just part of the floor is moving and that there is really no pit what so ever and it is an optical illusion


Shot Putter Funkmeister

if it was on level with you I would totally understand. Now the eyes thing which attacked you before was a psychic attack which is a bit different.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

yeah i didnt like the eyes attack either but at least it was a beam so it made sense a little. I thought Cretien was in a hallway, and at the end of the hallway the ceiling went up some? Im just picturing a 5x5 hole, half-covered by a bullwark, and this thing on the wall above the hole tongueing around the corner and over the bullwark to pluck Cretien out of the tiny opening.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

"There is no pit! It's an illusion!" Johnathan shouts as soon as he realizes it.


Shot Putter Funkmeister

The ceiling is 15ft high in the entire ziggurat. If you want to go off into the void please roll me a Will Save beforehand.


Shot Putter Funkmeister

Chretien, Asher, and Angus


Ok, I'm back. Trying to make sense of where we are in the fight. Can I disbelieve the illusion? What is my hp total? I'll post an action, but let me know if it makes little sense.

Falko grumbles as his rapier doesn't seem to do much. These eye blobs have been shredding at their sanity, he realizes. Can I turn the tables? he wonders and straigthens as best he can and takes a step back before shouting at the eye-thing in front of him: "You know, I bet you hate this reality. Yet, it's still the only place one can find a decent steak!"

5-foot step back, cast hideous laughter, DC 14. It gets a +4 bonus on its save.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

"What?!" Asher says, responding to John while he reloads and takes a shot at the now-solid monster holding Cretien.

Deadly/pointblank/touch AC
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d12 + 6 ⇒ (10) + 6 = 16
Missfire!

"S!*+!" Asher says as the shot fails. "I think you missed a round, constable!" he growls at Johnathan, before looking down into the pit.

will save: 1d20 + 3 ⇒ (10) + 3 = 13
GM: Was it DC 10, or..?


Shot Putter Funkmeister

The will save is only if you move into the pit or fall into it. You would generally disbelieve Johnathan although you do see Falko walking around in it right now.


Shot Putter Funkmeister

Chretien, Angus


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien swings at the beast holding him, and his turret shoots at it as well.

rocbar: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d12 + 1 ⇒ (8) + 1 = 9

Turret: 1d20 + 7 ⇒ (15) + 7 = 22
dmg: 1d8 + 4 + 2d8 ⇒ (4) + 4 + (4, 5) = 17


Shot Putter Funkmeister

Chretien and Johnathan combined are able to take down the crawler on him.

Angus Magic Missiles the eyes monster 2d4 + 2 ⇒ (3, 2) + 2 = 7

The trap moves and eats up another five feet of the floor on either side.

Lemond Reflex Save DC 17 1d20 + 8 ⇒ (4) + 8 = 12, falls prone but since he passed his Will save he disbelieves the trap.

Crawler next to Falko falls and take 1d6 ⇒ 2 damage

Angus balances himself on one foot.

Round 4

Eyes 1 shoots a psychic beam at Angus, ranged touch attack 1d20 + 7 ⇒ (12) + 7 = 19 hit 2d6 ⇒ (5, 3) = 8 mind force damage

Angus

Spoiler:
You are having a hard time keeping a grip on reality

Eyes 2 shoots a psychic beam at Johnathan, ranged touch attack 1d20 + 7 ⇒ (8) + 7 = 15 hit 2d6 ⇒ (2, 3) = 5 mind force damage

John

Spoiler:
You seem to be reliving the death of Lidia over and over to the magnet man.

Falko


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Currently 2 Mirror Images
Mirror Images: 1d3 ⇒ 2 1=Johnathan.
1 Mirror Image left


Falko Escheus wrote:

Ok, I'm back. Trying to make sense of where we are in the fight. Can I disbelieve the illusion? What is my hp total? I'll post an action, but let me know if it makes little sense.

Falko grumbles as his rapier doesn't seem to do much. These eye blobs have been shredding at their sanity, he realizes. Can I turn the tables? he wonders and straigthens as best he can and takes a step back before shouting at the eye-thing in front of him: "You know, I bet you hate this reality. Yet, it's still the only place one can find a decent steak!"

5-foot step back, cast hideous laughter, DC 14. It gets a +4 bonus on its save.

I guess the thing made the save? Also, do I get another save since Johnathan called the illusion?

"Oh..." comments Falko as a crawler falls right beside him. He quickly puts his rapier between him and it, before taking a step back and casting a protective incantation with his free hand. Suddenly, his form shifts and multiplies!

Casting Mirror Image 1d4 + 1 ⇒ (1) + 1 = 2 images

"En guarde!" Dad!? A little help?


Shot Putter Funkmeister

I figured you may want to change your action when your turn came back up again

Crawler 1 bites Angus 1d20 + 2 ⇒ (2) + 2 = 4 miss

Crawler 2 suffers confused

Crawler 4 attacks Falko from above with harpoon, range touch 1d20 + 2 ⇒ (18) + 2 = 20 hit 1d3 + 1 ⇒ (2) + 1 = 3

1d3 ⇒ 3 1= Falko and it destroys one of Falko's mirrors

Crawler 5 attempts to climb to the ceiling 1d20 + 9 ⇒ (3) + 9 = 12 fail it just gets on the wall

Crawler 6 crawls along the ceiling 20 feet

John, Asher, Chretien and Angus


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan casts a fresh Mirror Image.

1d4 + 1 ⇒ (4) + 1 = 5


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Through his Quick Clear deed, Asher clears his weapon of its misfire as a standard action, and stands from prone.

"Hey! This pit isn't bottomless, I'm fine!" Asher shouts as he gets ready to resume combat, this turn unfortunately wasted.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien slams the nearest crawler with his Rocbar and steps back into the hallway. The turret shoots the same crawler if the crawler is still a threat, otherwise shoots at left-most eye.

rocbar: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d12 + 1 ⇒ (10) + 1 = 11

Turret: 1d20 + 7 ⇒ (11) + 7 = 18
dmg: 1d8 + 4 + 2d8 ⇒ (6) + 4 + (2, 6) = 18


Shot Putter Funkmeister

Chretien, you don't have the reach the crawler on the ceiling and you turret is being blocked by the vines, so I will have the turret shoot the eyes.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

ah, sorry its vertical distance was not apparent to me. In that case, I will have Cretien put away his rocbar and fire on the same beast instead. Attack roll would be +2 higher, and damage would actually be 1d10 + 1 ⇒ (2) + 1 = 3 if Cretien doesn't have LoS to that crawler, then he too will shoot the same eye the Turret is shooting.


Shot Putter Funkmeister

The turret hits the eyes but doesn't do the amount damage you would think it would.

Chretien's attack on the crawler barely scratches it.

Angus magic missiles 2d4 + 2 ⇒ (3, 2) + 2 = 7

The trap moves another five feet.

John reflex 1d20 + 3 ⇒ (1) + 3 = 4 he falls prone.

Angus reflex 1d20 + 1 ⇒ (1) + 1 = 2 he also falls prone, will 1d20 + 3 ⇒ (12) + 3 = 15 pass, disbelieves the trap.

Crawler 1 takes 1d6 ⇒ 1 damage

Crawler 2 takes 1d6 ⇒ 1 damage

Eyes 1 falls and takes 1d6 ⇒ 2 damage

Eyes 2 falls and takes 1d6 ⇒ 1 damage

Round 5

Eyes 1 flies up to what it thinks is 20 feet but is really 2 ft
Eyes 2 flies up to what it thinks is 20 feet but is really 2 ft

Falko


"These are the same kind of mad things we've met at the expo; they are barely harmed by our weapons! Anyone has a suggestion? Gold perhaps?!" he shouts to the others as he dances back and forth, jabbing at the weird creature.

with Luck: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 271d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Not a bad idea Falko, I have been using magic but i am down to my last one

HP / magic spell used updated, Prone condition


"Throw coins at them then. If it doesn't hurt them, the bribe might work still..."


Shot Putter Funkmeister

Falko kills the prone crawler next to him.

Crawler 1 is prone

Crawler 4 attacks Falko from above with harpoon, range touch 1d20 + 2 ⇒ (13) + 2 = 15 hit 1d3 + 1 ⇒ (1) + 1 = 2
1d2 ⇒ 2 1=Falko destroys one of his mirror images.

Crawler 5 1d20 + 9 ⇒ (20) + 9 = 29 to climbs 20 feet

Crawler 6 climbs above Chretien and attacks from the ceiling or above1d20 + 2 ⇒ (12) + 2 = 14 ranged touch attack, hit 1d3 + 1 ⇒ (1) + 1 = 2 grab 1d20 + 1 ⇒ (8) + 1 = 9 unsuccessful

Chretien, John, Asher, Angus


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

you still have me at the edge of the hallway, though i moved back to avoid such attacks. how high is the ceiling in the hallway?


Shot Putter Funkmeister

No problem, it really doesn't change anything because the monster can climb 20 feet in a turn. 15 feet


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan and all his images fall prone, then struggle back up and cast magic missile at the eyes Cretien targeted.

2d4 + 2 ⇒ (3, 1) + 2 = 6


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher reloads his newly cleared weapon and points it at the most damaged enemy.

point blank shot, touch ac, deadly aim
Attack: 1d20 + 8 ⇒ (9) + 8 = 17
-4 if in melee with an ally
damage: 1d12 + 6 ⇒ (4) + 6 = 10


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Taking his weapon in two hands Here we go again ! he swing at the creature in front of him

PA Longsword: 1d20 + 9 - 1 - 4 ⇒ (20) + 9 - 1 - 4 = 241d10 + 10 ⇒ (10) + 10 = 20

PA Longsword: 1d20 + 9 - 1 - 4 ⇒ (2) + 9 - 1 - 4 = 61d10 + 10 ⇒ (5) + 10 = 15

And then stands up

Current AC 20 currently enlarged


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

I think your current AC would be 1 higher, your attack roll would be 1 higher, and your weapon damage dice would be 2d6 not 1d10. Also you should probably state that you stand up before attacking, otherwise it's another -4 to attack. As well I'm not sure where the second attack is coming from, unless that's a class ability? And actually, fighting defensively is a full round action, so you couldn't stand up AND fight defensively.

Math:
Your Cold Iron Longsword is now 2d6+5 with 10' reach and +1 to attack rolls. Downside: -2 to dex and -1 AC.

So 23 AC drops to 22 from the loss of 2 dex, then becomes 21 from the loss of 1 AC. Your normal "+9 (1d8+4)" becomes: +10 (2d6+5).

If you two-hand the longsword, you lose 2 ac, dropping to 19 AC. And your roll becomes: +10 (2d6+7). Power attack two handed would be +9 (2d6+10).

Fighting defensively, your ac would either be 19+2 (21) if two-handing the longsword, or 21+2 (23) if one-handing it, and your attack roll would then be -4. So:

Normal: +10-4 (2d6+5)
Normal PA: +10-1-4 (2d6+7)
Two-Hand: +10-4 (2d6+7)
Two-Hand PA: +10-1-4 (2d6+10)

Hope that helps. Let me know if I missed something.

On a side note, your HP. If you rolled max each level, you'd have 32 HP, +4 from toughness, so 36 with perfect rolls. ~25 average (including toughness). Not sure if the rest is coming from some class stuff or what, I'm not very familiar with Oracle.


Shot Putter Funkmeister

Chretien fires at the crawler above him : 1d20 + 7 ⇒ (4) + 7 = 11
dmg: 1d10 + 1 ⇒ (1) + 1 = 2 miss

Turret: 1d20 + 7 ⇒ (10) + 7 = 17 hit
dmg:1d8 + 4 + 2d8 ⇒ (1) + 4 + (5, 1) = 11 where the turret destroys the crawler.

Asher shoots the Eyes and hits

Angus' sword goes through the crawler but does no damage to it. I feel bad about the critical but your longsword cannot do any damage to it.

John's missiles hits the eyes.

Crawler 1 1d6 ⇒ 1 takes damage.

Round 6

Eyes 1 flies emits and energy burst from its body affection both Falko and Angus 4d6 + 1 ⇒ (6, 2, 5, 2) + 1 = 16

Will DC16 Falko 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20 pass take half damage
Will DC16 Angus 1d20 + 3 ⇒ (5) + 3 = 8 and is unconscious.

Angus

Spoiler:
When you roll to stabilize, please give me another Will save thanks

Eyes 2 beam at Asher ranges touch 1d20 + 7 ⇒ (10) + 7 = 17 hit 2d6 ⇒ (3, 6) = 9 force damage

Falko


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

His melee to hit shouldn't change, he gets +1 from his strength increase, but-1 on his size increase. Also, fighting defensively is a standard action, total defence is different.


Shot Putter Funkmeister

Can you fight defensively while prone?


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

I imagine so, but you'd be eating the -4 for fighting defensively, and the additional penalty for fighting prone. since he already isn't full round attacking due to fighting defensively, I don't see why he wouldn't stand as his move except that it might provoke.


Shot Putter Funkmeister

It is not ours to wonder why... player prerogative :)


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Ah ha! my bad. ty for the corrections. I read this and thought it was the only option:

You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.

http://www.d20pfsrd.com/gamemastering/combat

Then I searched again and found the "Fighting Defensively as a Standard Action" section. Not sure why they put it in two diff places. Doesn't seem like any benefit to taking it as a full round action.


Falko shakes his head in mental despair as he gets hit by the crushing wave. He staggers for a second, then looks around, his rapier looking for a target.

Is anything within Falko's reach or are they all flying?

If they're all flying:
Falko takes advantage of the distance between him and the alien creatures to summon more images as decoy. Mirror Image: 1d4 + 1 ⇒ (4) + 1 = 5

If he has a target in range:
Falko jumps in short bursts, lunging forth and stabbing at the closest alien. "Take this!"
Malice Rapier w/ Luck: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 221d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Turret firing on the nearest creeper if possible, if no shot on that, then on the eye to the left

Turret: 1d20 + 7 ⇒ (14) + 7 = 21
dmg: 1d8 + 4 + 2d8 ⇒ (7) + 4 + (6, 5) = 22

Cretien readies himself to attack the creeper if he ends up close enough (through being dragged or creeper approaching)
readied rocbar: 1d20 + 5 ⇒ (1) + 5 = 6
dmg: 1d12 + 1 ⇒ (1) + 1 = 2


Shot Putter Funkmeister

Falko jumps and hits the crawler hitting it.

Crawler 1 is prone

Crawler 4 attacks Falko with its harpoon tongue 1d20 + 2 ⇒ (13) + 2 = 15 hit 1d3 + 1 ⇒ (1) + 1 = 2 grab 1d20 + 1 ⇒ (5) + 1 = 6 unsuccessful

Crawler 5 crawls and attacks Asher with its harpoon tongue 1d20 + 2 ⇒ (6) + 2 = 8 miss

Asher, Angus, John


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan fires off a Magic Missile at the crawler that Falko hit.

2d4 + 2 ⇒ (2, 4) + 2 = 8


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Stabilize DC 10: 1d20 - 3 ⇒ (6) - 3 = 3

Will Save DC 16: 1d20 + 3 ⇒ (13) + 3 = 16


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher administers his last Cure Moderate Wounds potion to the unconscious Angus. Healing for Angus: 2d8 + 3 ⇒ (8, 5) + 3 = 16

"You're the one with Magic, constable!" Asher growls under the noise of the melee as he withdraws the empty vial from Angus' lips and tosses it away, his defensive winds pulling at his hat and coat. "So why am I the one keeping your ass in this fight?"

Once conscious, Asher offers him a steadying hand when Angus tries to regain his feet.


Shot Putter Funkmeister

Johnathan's magic missile destroys the crawler against Falko.

Chretien's turret destroys Eyes #1

Crawler 1 takes 1d6 ⇒ 3 damage

The trap starts to close back five feet each side.

Round 7

Eyes 2 beam at Asher ranges touch1d20 + 7 ⇒ (4) + 7 = 11 miss

Falko


"Always the right sense of timing John. Much appreciated!" replies Falko as he darts under the crawler's tongue.

He pivots on his back foot, bringing his arms to himself, then unfurls to his left, aiming for the crawler threatening Angus.

Malice Rapier with Luck: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 251d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


Shot Putter Funkmeister

Falko hits crawler 1

Crawler 1 is prone

Crawler 5 attacks Asher with its harpoon tongue 1d20 + 2 ⇒ (13) + 2 = 15 hit 1d3 + 1 ⇒ (2) + 1 = 3 grab 1d20 + 1 ⇒ (16) + 1 = 17, Asher is grappled and the crawler is fully corporeal.

Chretien, Asher, Angus, John

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