GM Grecko - CotCT

Game Master Dr Grecko


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Ryder Koss wrote:

I meant to post this earlier this evening. Ralof deserves it: Victory!

When he decided to intervene, I honestly thought he wouldn't survive the encounter. After all, 2vs1 and they have comparable AC and Attack Bonuses, and they even got the jump on him.... But then Ralof comes out and rolls some amazing shots dropping the first one like a rag doll..... Baldrago's next move was going to be firing a shot at the innocent as he began his retreat, but Ralof put a quick end to that plan.. hehe. Nice shots man


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

Before we go back to the group ralof says to dylan, "What should we do with the 2 dead bodies and this man?"


The CLW and Channel Energy will bring Ralof back up to full health. The Channel Energy is also enough to bring the man back to consciousness.

He looks up at you as he regains consciousness ans sudden look of realization of the recent events overwhelm him.. "Sima!" As he rushes to his feet and runs back to the house that Parns and Baldrago had drug him from.

If you follow:

You follow him, realizing that he is worried for someone. Upon entering the house, you see a gruesome sight. A mother and her daughter tied up, back to back, both with their skulls crushed in (presumably from Parns warhammer). The man bursts into tears as he is overcome with grief.

It takes several minutes before he can compose himself enough to mutter a few words to you. "You should have let me die. I have nothing to live for now that.. " He sobs some more.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan fallows and sees the awful sight. "These men have to be stopped! Sir, do you know why they grabbed you?" pause for reply "We are sorry for what has happened, I am sure if my friend knew what those men were doing inside he would have intervened earlier. We are trying to stop these men, any info you could give would be very helpful so this does not happen to anyone else."

diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17

Talking to Ralof "We will find a member of the guard and report what we know and have them take the info back to the citadel. They can also deal with the bodies."


"I do not know them personally... They said they were hired to take me out of the picture. I am the lead bidder on a lucrative shipping contract up river. I begged and pleaded for them to spare my wife and daughter, but they would allow no witness... As for me, they said they had something special planned for me."

The man pauses and his face goes white as he realizes that help was just outside his door while the men were murdering his family. The thought nauseates him as he vomits onto the floor sobbing as he does so.

"Please.. Leave me."

-------

Sticking to the main roads, you will find a patrol in which you can make your report. If you present your medallions they will recognize you as contract agents for the guard. After you inform them of what happened, they move to take care of the bodies.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Rapid and I make our way back to meat shop and let the others know what we found out. Dylan suggests "we better move right away on the shop. they were probably expecting those two back by now."


A few things I'll need to know if you decide to go in.

1)How do you plan on entering the building? Basically standard questions you should worry about most every time... Which Enterance will you enter from? Are you going to try to be Stealthy? Will you be checking for traps? Are you planning to cast any spells before going in? ect..

2) Being as it is night-time and you know the front and upstairs of the shop are not lit, humans may need some help seeing, will you be casting light?

Here is a map setup with your tokens.. since you know the layout I wont bother blacking out the lower part. MAP


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

What did Ryder see for locks on doors? Are there any he would expect would or would not be locked?


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

We could find something to wedge under the doors in back essentially locking them and all go in from front


Ryder Koss wrote:
What did Ryder see for locks on doors? Are there any he would expect would or would not be locked?

perception: 1d20 + 0 ⇒ (15) + 0 = 15

You would have noticed that all the outside doors have locks (including the shed and the entrance to the killing floor via the shed), but would not know the quality of the mechanisms. As for whether or not you would expect them to be locked.. That's up to you.


To be a little more clear, the shed doors look as though they latch from the inside without any "key" capable of opening them from the outside. Any exterior door leading to the main interior all have a "key" mechanism.

As for Ryders question via Hangouts, the mechanisms do not appear to have many cobwebs on them. whether that's a sign of use or a sign of cleanliness you are uncertain.

When Ralof saw them leave, they left from the back via the shed. One might draw the conclusion that the shed door is not latched at the moment, since it would need to be latched from the inside. (hard to say if the interior door is locked however)


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ryder will discuss that detail with Ralof to come to that conclusion. Ryder will suggest that Amendithas go to the back while the other three of us go in the front. Amendithas can enter the back if he wishes, or can come running around front if he hears a whistle.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Right before we enter the front of the building Dylan casts Bless and Shield of Faith on himself since i expect I will be the tank. Both Spells last 2 min/20 rounds. As well as drink the anti nausea meds ryder got for everyone.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

before going in ralof drinks the anti nausea potion. and gets his bow ready.
Then just nods to the group to assure readiness.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas makes his way to the back, taking the anti-nausea meds in the process.


Amendithas moves to the back of the building and.... LEEROY JENKINS!.... Sorry couldn't resist. hehe.

Ok. Work out your plan on who is entering first and how you plan to go in. (Hint - nobody has disable device so if the doors are locked, I suspect you're breaking in, and yes you will find that they are indeed locked)

You'll have a surprise round that would likely consist either breaking the door outright or banging on it pretty hard. After that they will know you are here....

The info on breaking and entering is here: B&E Basically you try to attack the door till it runs out of hit-points (watch out for hardness), or break it with a STR check.

The external doors are Good Wooden doors (Hardness 5, HP15, Break DC18)

Amendithas - Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Dylan - Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Ralof - Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Ryder - Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Enemies - Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

I Blacked out the inside areas of the map for now as you don't know who's inside and where they may be.. as you enter each room you can remove the squares to reveal what you see.

MAP

*edit - I also assume you'll be casting light before moving in? Some areas are dark right now.. like the front shop area.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ryder follows Amendithas to the back door and takes a good look at it. If it's possible for him to use his Stubborn Nail to hold the outer back door shut, he does so, and then beckons Amendithas to join him back at the front of the house. Dylan might have opportunity to reconsider his spells if having Amendithas up front changes his mind. Ryder makes sure everyone has their whistle. He then loads a bolt in his crossbow, takes his meds, then beckons Dylan back accross the street, or around the corner of an adjacent building, so the two of them can cast without being heard. Ryder casts Mage Armor on himself, then returns to the shop window with Dylan and gives Amendithas a nod to break the window...


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Shield of faith on amendithas if he is up front and divine favor on myself 1min or 10 rounds cast at cleric level 4 Cast light into sword and we enter


Using the Beacon of Faith trait to raise the CL of Divine Favor at this level doesn't change anything. Divine Favor is a +1 for every 3 caster levels. (min +1, max +3) - So I don't think it hits +2 until CL6.

It could be good to use on your nobility domain power as it would increase the rounds its active from 1 to 2.


OK, so Ryder uses the stubborn nail on the Shed door, not the inner door (as discussed via Hangouts) and then he and Amendithas come back to the front.. You all buff up as needed and whenever your ready go ahead and break in.

Please note, a NAT 1 on your attack roll against the window will be a miss.. a hilariously funny miss, but still a miss. So, don't roll a 1 :)

Minimum damage will break the window so don't worry about that.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

That was just an FYI thing I figured you were not going change any thing by it


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Amendithas breaks the window and heads in, fallowed by Dylan, Ralof and Ryder.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will instruct everyone since he is the light source to get out of the way so no shadows can be seen from the entry to the front and we will try to draw them into the front room.

if everyone complies:
Dylan positions himself in front of the hallway leading to the stairs and casts detect evil because after what happened at the house he will not give evil men live. Evil men do not belong working for the city guard so Dylan will not let them have a chance to come back to the guard. Dylan yells out "This is the city guard, I am hear to bring Verik Vancaskerkin in for questioning. If anyone resists me, I will will have cause to use deadly force."

Or

We all rush the stairs to get upstairs before they can put on armor if they were sleeping.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

I say we move quickly to the upstairs and take them as much by surprise as possible.

*edit* I am on board with your announcement, though. Best to be clear about who we represent.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

i agree with rushing


Posting on behalf of Amend to get the ball rolling.

Amendithas: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 2d8 + 6 ⇒ (3, 3) + 6 = 12

Amendithas takes care of the window with ease.. Map

---

Everyone can now take a single move action to move through the meat racks.. 15ft of movemnt to clear the obstruction.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ryder, acting after Ralof & Amendithas, but before Dylan

Round 1: Ryder will move in through the window and position himself right in front of the counter (lacking enough movement to get all the way up onto the counter).

Round 2: Ryder will take 10 to "hop up" on the counter, and then continue to move down the other side towards the door, and through it if someone has opened it already, otherwise Ryder will step off to the side and let someone more meaty go in first.

I won't move my token yet, so that I don't take a square someone moving before me wants/needs to occupy - Amendithas can move me after his move, or Dylan can move me before his.


Double checked the movement.. 30 feet gets you on top of the counter in the surprise round. I also took the liberty of moving the others in as far as movement would allow (20ft).. (It's kind of hard for me to explain the difficult terrains. I'll work on trying to find a better way to describe it next time.)

So we'll proceed to the top of the order, which will be the enemies at 21 (Tied with Ralof but thier initiative modifier is higher so they go first)

Map


Amendithas takes a step back and smashes the window. You then all burst into AtWM in a flourish, Ryder jumping up onto the counter-top because, well, lets face it, it's just plain cool. Both Dylan and Ralof enter the building ready to put a hurt on.

----- Surprise round over, Round 1 begins.

You hear shouting from further in... "It's a raid!.... BOSS! IT's A RAID.."

You then hear frantic shuffling further within the compound, and a door being opened.. From above you hear a glass smash onto the floor.

UPDATED MAP

-----

Putting the rolls in order.. This is the official order.. Again, I don't care what order you personally go in, just that everyone gets a turn before the enemies go again.

Enemies - Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Ralof - Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Amendithas - Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Ryder - Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Dylan - Initiative: 1d20 + 3 ⇒ (6) + 3 = 9


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

As Dylan was entering the building he shouted "This is the city guard, We am hear to bring Verik Vancaskerkin in for questioning. If anyone resists us, We will will have cause to use deadly force."


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

by now ralof will have his bow out.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

bless was cast giving everyone +1 to hit and on save vs fear 2 min

shield of faith for Amendithas give +2 to AC 2min

Divine favor on Dylan giving +2 luck on hit and damage for 1min

Long sword is giving off light for 20 min


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

The Soothe Syrup gives everyone a +5 alchemical bonus for 1 hour to saves against becoming nauseated or sickened.

Ralof - you're up first... make your move. Ryder will be right behind you (and/or Amendithas).


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

If Ralof moves up and opens the door: Amendithas charges into the room attacking the first enemy he comes across.

Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Large Bastard Sword: 2d8 + 6 ⇒ (2, 2) + 6 = 10

If Ralof does not open the door: Amendithas steps forward to open the door. If he doesn't have enough movement to move and attack, he double moves up to the nearest enemy.

I don't have chrome on my work computer, so I'll have to wait till I'm home to move my token.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ryder will follow into the room on his turn... that next room is pretty tight, so Ryder's options will be limited...

If possible to move into position to Color Spray more than one opponent, Ryder will move and cast Color Spray accordingly. DC 15 Will save or be affected.

Otherwise, if there's an enemy available who is not engaged in melee with an ally, or otherwise concealed, Ryder will attack that enemy with his crossbow.
Crossbow: 1d20 + 4 ⇒ (4) + 4 = 8 (+3 normal, +1 bless)
Damage: 1d8 ⇒ 6

If neither of the above conditions are available, Ryder will cast Flare on the most formidable looking opponent (or nearest opponent) within 30 ft of his position. DC 14 Fort save or be dazzled 1 minute.

If none of the above is available, Ryder will use his Beguiling Voice on whomever is closest who may hear his voice. DC 14 Will save or be dazed 1 round. He'll say, "Be not want of foolish things, for fools beget what wiser men know not to keep."


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

Ralof will start moving towards the door with his low speed he dont make it very far MAP


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Well, in that case, Ryder will move down 1 left 1 on the map, and save the last post for next round, unless Amendithas makes it through the door this round...


To sum up so far, Ralof moves closer to the door and awaits the door to be opened.. Amendithas double moves through the racks and past the counter bursting the door open... The smell of the killing floor has reached this hallway as the doors have been opened. a DC11 fortitude is required to be in this room or be nauseated for 1 round. (if you enter the killing floor, DC16 is required)

Fortitude: 1d20 + 6 + 5 ⇒ (9) + 6 + 5 = 20

With the sooth syrup, Amendithas shrugs off the smell.

Afterward, Ryder takes a shot with his crossbow at Karralo, but fails to connect with the enemy.

----
Dylan has a turn yet before the enemies go again.

CURRENT MAP


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will double move to get in front of Amendithas.

Fortitude: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21

Updated Map


Muldar moves up to get a clear, unobstructed shot at the closest opponent (Dylan) He fires his crossbow...

Muldar Xbow: 1d20 + 2 ⇒ (14) + 2 = 16 The shot glances off his shield

Karralo then strategically moves diagonally against the left wall to prevent a second crossbow bolt from being fired his way, and swings his sword at Dylan....

Karralo LS: 1d20 + 4 ⇒ (1) + 4 = 5 Karralo was paying too much attention to positioning and not enough on his target.

-----

You do not hear any extra commotion from above.

*edit - I suppose a map would help MAP


Sorry forgot the round summary from the previous round..

Round 1 summary.

After hearing the commotion and Dylan's announcement that it's the city guard, the two remaining "butchers" from AtWM quickly grab their weapons and run to head off the intruders.

Ralof moved closer (but not too close) so that he can get in better firing position.

Amendithas charged in as far as his Half-Orc Legs could take him.

Ryder fired off a bolt at Karralo, missing the former guardsmen

Dylan moves up ready to strike.

Round 2 Begins... well it begun with my previous post :)


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan takes a five foot step towards the person amendithas does not attack and swings

long sword: 1d20 + 4 + 2 + 1 ⇒ (14) + 4 + 2 + 1 = 21

damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ryder is not going to get a clean shot now that melee battle has ensued. Ryder will move forward to just behind Amendithas (assuming that Ralof goes to the front and gets up in the action), and will use his Beguiling Voice on Karralo, saying the phrase from the previous post. DC 14 Will save or be dazed 1 round (take no action).

Fortitude: 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 22
MAP If Amendithas moves from his spot, Ryder will instead move up to right behind Dylan.

I'll respect the RAW on Beguiling Voice inside of normal combat since holding this guy for multiple rounds in combat is a little too far I think. Beguiling Voice acts as Daze except that it only affects creatures with no more HD than my Sorcerer level (3). Would Ryder have any indication about whether or not the ability might work on this guy?


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

As a free action while he attacks Dylan yells "Surender now and pray to your god we show you mercy after what your friends did to that innocent family!" Dylan's eyes showing the contempt and hate he has for what this organization has done.

diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3
GM Grecko wrote:

Using the Beacon of Faith trait to raise the CL of Divine Favor at this level doesn't change anything. Divine Favor is a +1 for every 3 caster levels. (min +1, max +3) - So I don't think it hits +2 until CL6.

It could be good to use on your nobility domain power as it would increase the rounds its active from 1 to 2.

Caster level

The link says "A spell's power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she's using to cast the spell." so "You gain +1 per three levels on attack and damage rolls."

that is the quick definition given Cleric/Oracle Spells

So if my spell is cast at CL4 then Dylan gets +2 to hit and damage.


The exact wording of Divine Favor is: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

+1 for every three levels would mean it doesn't become +2 until CL6.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

ralof will take a double move to here: MAP


That will provoke an attack of opportunity from Karralo.

AoO: 1d20 + 4 ⇒ (12) + 4 = 16 Miss


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas moves toward Muldar, letting out a fierce roar.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Great Bastard Sword: 2d8 + 6 ⇒ (6, 5) + 6 = 17


Well, lucky for Amendithas, he forgot about Bless. That extra +1 gets you to a 17 which is just enough to hit.

The non-lethal damage is enough to render him unconscious..

Ryder then moves to his location past Karralo next to the stairs using Beguiling voice against Karralo

Fort: 1d20 + 4 ⇒ (9) + 4 = 13 Fails

He is now dazed.

Assuming Dylan wants to let his earlier move stand, he will 5 foot to the left and attack, hitting the dazed Karralo (lethal damage)

Karralo is still up, but dazed.

The map would look like this: MAP

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