Grergof moves up to the edge of the grease expanded greased floor and draws his flail.
Then he drinks the displacement Infusion and waits for the thing to come to him.
I'm right here, come and get me.
Note:Grergof is staying as far from the edge as he can. Either in the room or in the center of the bridge. If the thing gets near the edge of the bridge, let me know.
Initiative Grergof:1d20 + 3 ⇒ (8) + 3 = 11
As everyone else steps away beast comes at Grergof
Claw at Grergof:1d20 + 15 ⇒ (6) + 15 = 211d4 + 7 ⇒ (3) + 7 = 10 Miss Chance DC 51:1d100 ⇒ 94
As Stam cast grease the golem stands unaffected.
Reflex Save:1d20 + 4 ⇒ (9) + 4 = 13 Clawy stands at reach. So you can step away, or close in to attack
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius keeps his distance from the creature, the thought of four claws tearing him asunder does not appeal to him in the slightest. But holds his sword before him and conjures from it another sword of light which flies at the creature to attack it.
Spiritual Weapon:
School evocation [force]; Level cleric 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).
Spugnoir hurls a tanglefoot bag at the golem
Tanglefoot,Touch,PBS,PS:1d20 + 9 ⇒ (4) + 9 = 13
Tanglefoot effects:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
HP 54/54
AC 16/12/14 (18/14/16 with Mutagen)
Saves F7/R7/W4(6 fear) (+4 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen
Bombs:9/11
Grease bomb! Spugnoir backs up and chucks a Grease Bomb, seeking to cause the golem to fall off
Forgot my Mutagen bonus last time Grease Bomb,PBS.PS,Touch:1d20 + 11 ⇒ (9) + 11 = 203d6 + 5 ⇒ (6, 3, 5) + 5 = 19 DC 17
Grease Bomb:
When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor.
Since I can't figure out how you would push it off... Miss DC51:1d100 ⇒ 100 Miss DC51:1d100 ⇒ 37 Miss DC51:1d100 ⇒ 26 Miss DC51:1d100 ⇒ 50 Only hit by first attack
Grergof grits his teeth in frustration as he can't move it then attacks back with his flail.
Heavy Flail - Power Attack + Furious Focus:1d20 + 12 - 2 + 2 ⇒ (20) + 12 - 2 + 2 = 32 Damage + Power Attack:2d6 + 6 + 6 ⇒ (4, 2) + 6 + 6 = 18 Confirm Crit:1d20 + 12 - 2 + 2 ⇒ (14) + 12 - 2 + 2 = 26 Crit Damage:2d6 + 6 + 6 ⇒ (1, 3) + 6 + 6 = 16
Grergof swings his flail at the creature taking it apart. As he is done the golem is stunned and slowly tilts to the side and falls off the bridge. With a large splash into the river and disappears into the roiling water.
That sounds like someone controlled by another.
Given this is where the Beast came from and we know he blacks out and does thing without knowing it, could it be a way to remote control the beast?
The notes are handwritten, but there are additional notes in red ink added here and there in different handwriting. From the sketches on it you deduct that the apparatus is somewhere in the top of the tower below the lightning rod.
You find out that 'The Stormcaller', the device which the lightning rods belong to is used to power the Bondslave Thrall and you have an idea how to acitvate it.
'The Stormcaller', the device which the lightning rods belong to is used to power the Bondslave Thrall and I have an idea how to activate it. Spugnoir mutters as he reads the note. So we can turn the thrall off?
Yes, I will get it on the way out.
He hefts his flail.
With this I don't imagine it will take all that long to get. I can break the stone pretty quickly.
No magic and no traps at the trapdoor. The circular room beyond is choked with webs. A stone staircase curves along the wall to another trapdoor in the ceiling. On the east wall of the room are faint chalk marks.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Oops sorry I missed the fight. Busy weekend.
Darius has his sword drawn and walks wearily up the stairs, batting aside the webs with hi blade as he walks.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Er... fellas. The homoncu-thing disappeared." Darius says nervously.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Gnite folks. It's 2:30am so I'm turning in. Catch ya tomorrow.
If you consider this fun and want to do a little more hide and seek with undead please tell me. Story wise these events have lead to the desired goal. But if you like a bit more action and less talking...
Down the corridor, door on the left, everyone only one undead. Next?
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Huh? What did I miss? About the handholding and whatever?
Did we do summin wrong? Me am confused.
@Lucy
A number of times per day equal to 3 + her Intelligence modifier, when
she spontaneously casts a cure spell, she can either turn the effect into a ray and increase the range to close or remove the Will save but deal half the normal amount of damage.
Did this somewhere get erratad? Because as written it is completely useless. You remove the will save but get the same result as if the undead saved against it.
Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9
That was a misprint, it's going in the first FAQ. It was meant to be "remove the Will save for half damage," meaning the target gets no Will save. Apparently someone in editing misread it and changed it "for clarity."
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Can someone explain how the List function works at the top of each post? And what's it's for exactly. Thank ya kindly!
Can someone explain how the List function works at the top of each post? And what's it's for exactly. Thank ya kindly!
It looks like you add a post to a list which appears on your characters profile under wishlists.
When you click on LIST a dialog pops up that let's you select an existing list if you already have some or offers new list. It seems to be to collect posts you want to remember for later reference.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
@Darius and Gregof. Please leave this vermin to Aada, Spugnoir and who ever appears later and decides to be in the lower part of the crypt. So they have a chance to do something before the second round starts.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Cool cool. No worries. I'll check back later tonight anyway :)
After the fight with the centipedes is over there will be a level up. Personally I think level ups are no reason to pause the playing as it is possible to continue with a not or partially updated character.
But if someone is bored and has the time you can prepare that ahead of time.
Some additional info:
Hitpoints gained are half+1 of what dice you would roll. Example: You level a d6 class like psychic you get 4HP, cleric with d8 get 5HP, pallies d10 gives 6HP (+con +bonus if applicable). If you don't want that and prefer a roll, then you tell me and I roll for you on the discussion board. The decision is made now and counts for the rest of your career. For those who don't like math: The offered fix values are above average dice rolls.
If someone thinks about multiclassing: The fractional BAB and Saves are used from the Unchained book.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Cool. I'll level mine up this evening and I'll take the half +1 on HP thanks.
Btw for my first time playing by post I'm really enjoying the game. So thanks guys! And I think we have a pretty rad group.
Hope no one hates Darius even though he can be sarcastic and grumpy. It's the arthritis! :)
As I haven't found something where I could upload pictures without agreeing to 50 pages of terms of use I don't want to read. And as most of the play is about roleplay I suggest a simple aproach.
If someone is in melee with the creature you want to bomb that one is going to get damage (if you don't have the feat to leave them out). I have a picture in mind and would interpret your thrown bomb in your best interest. If you're not sure. Just ask me if it's safe or if you can hit more than one enemy. As I'm usually fast to respond that should be no hindrance.
HP=4+1+2=6
Bab +1
Fort/Ref +1
Discovery: Infusion. I can now share my extracts with others.(Healing potions ahoy!)
Poison Resistance+2
Poison Use:Save when poisoning weapons
+1 1st level extract a day
New extract:Targeted Bomb Admixture
+1 Bomb a day
Skills
+1 All adventuring skills
+1 Know-History and Linguistics(Elven)
A dozen silver arrows
four sun rods
six flasks of holy water,
10 magic arrows wrapped in paper,
five ghost touch arrows bound together
two undead bane arrows bound together
five potions of cure light wounds
two potions of lesser restoration
a scroll of detect undead
two scrolls of hide from undead
scroll of protection from evil
a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back
As tempting as rolling for hit points is: I'll take the average.
Level up:
+8 HP (6 +1 for Con + 1 favored Class Bonus)
+1 BAB
+4 Fort/Will
+3 Reflex
Divine Grace (Included in Saves above)
Lay on Hands (4 per day)
Skills:
+1 Diplomacy
+1 Perception
+4 Sense Motive
A dozen silver arrows
four sun rods
six flasks of holy water, (1 each, 1 left over)
10 magic arrows wrapped in paper,
five ghost touch arrows bound together
two undead bane arrows bound together
five potions of cure light wounds (1 each)
two potions of lesser restoration
a scroll of detect undead( Darius)
two scrolls of hide from undead (1 to Grergor 1 to Darius)
scroll of protection from evil (Darius)
a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back
These are my suggestions for distribution right now. Lucy can look over the arrows and vials for more info
Please don't forget that this treasure lies on the table of Father Grimburrow who is as of now the rightful owner of all this stuff. The 'we're going to take all of that, thank you very much' might cause some irritations.
As for Lucy's suggestion: Only the vials are unidentified. Everything else is labelled in a way the typical user knows what to expect.
Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9
I'll just take high average.
Level Up
+7 HP (4+2 con+1 FCB)
+1 BAB
+1 Will
2 new spells (detect undead and heightened awareness)
+1 cantrip/day (will generally be disrupt undead)
+1 1st level spell/day (will generally be heightened awareness)
Spoiler alert, even levels for wizards are boring.
I know the levels where you get new spell levels are more interesting but I always love level two especially for wizards and such for the much needed hit points.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Please do me a favor. If you want to move from one place to the other consider this:
- Do I know where I am?
- Do I know where I want to go?
- Where on that way is the first thing that hinders me to get where I want to go.
And then you write a post that tells
Darius leaves the group and walks to the Lorrimor house to meet with Lucy. Once at the house he knocks at the door.
Which would allow Lucy who is in the house to open the door for you. And in all this I wouldn't need to put you into the buggy to shove you there.
If you are not sure what will happen on the way you might add perception checks, or stop at some earlier point to look around. But if there is nothing to be won by involving me, please try to walk on your own.
If you have to decide between updating and posting later please choose posting. If not in the middle of a fight it makes no difference most of the time.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Okay got it. Still unfamiliar with how much I can add and not be taking over too much.
This is trial and error. If you manage to run past an important encounter there is the chance to edit that back if it can't be redeemed in another way.
You try and I'll give feedback if you stroll to far ahead.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Okay cool. Thanks ;)
I'm adding a post. Just a little summin on my way to the door of that's cool.