Gameday 6 Prince of Augustana (Inactive)

Game Master Gummy Bear


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Sovereign Court

DEAD Human Slayer 3 HP 31/31 | AC 18, T 12, FF 17 | Fort +5, Ref +5, Will +2 (+2 vs Fear) | Init +1 | Perc +6 | SM +6 Effects:

The herald has just aged poorly. Rough life and all.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

To much chainsmoking for The Herald.

Barbo is pretty old too. Probably just younger than you two.

-Posted with Wayfinder

The Exchange

Female NG Human Barbarian 1 | HP: 15/15 | AC: 17/Touch: 12/Flat: 15 | CMB: +6, CMD: 18 | F: +4, R: +3, W: +1 | Init: +2 | Perception: +0, Sense Motive +0 | Low-Light Vision

Can I ask if the swarm is Tiny, or is it Fine or smaller?


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I believe that would fall under the knowledge nature check


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Here is the rules text I found for catching on fire:

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he’s no longer on fire.

It doesn't say what action it is to make the save, so I am assuming it is a move action. I see that Alchemists' Fire is a full-round action, however I believe that is more so because it is akin to napalm.

Thoughts?

Sovereign Court

DEAD Human Slayer 3 HP 31/31 | AC 18, T 12, FF 17 | Fort +5, Ref +5, Will +2 (+2 vs Fear) | Init +1 | Perc +6 | SM +6 Effects:

I'm not really sure myself. Have you done a search on the boards for that? I know if you decide to roll around to extinguish the fire its a full round action to do so.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

I would think move action for normal fire, full for alchemists.

Sovereign Court

DEAD Human Slayer 3 HP 31/31 | AC 18, T 12, FF 17 | Fort +5, Ref +5, Will +2 (+2 vs Fear) | Init +1 | Perc +6 | SM +6 Effects:

I'll be outta town until Monday evening at least. Don't have too much fun without me!


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Haven't heard from Old Nan in a while, I'll give her until tonight to post before I PM her and make sure everything is ok.

Sovereign Court

DEAD Human Slayer 3 HP 31/31 | AC 18, T 12, FF 17 | Fort +5, Ref +5, Will +2 (+2 vs Fear) | Init +1 | Perc +6 | SM +6 Effects:

Ya she's in another game of mine and has been awol for a bit now there too.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Seconded, she hasn't responded via PM either. Hope everything is ok.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Herald, now I'm imagining the abyss being organized in some enormous planar filing cabinet. Love it.


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It shouldn't matter for this fight, but I'd like to know what you all think.

Rules Question:
When at 0 HP, you are disabled. This means that you are staggered and any strenuous activity will bring you to -1 and bleeding out. This happens once the action is completed. Strenuous activity is defined as something that takes a standard action.

Total defense is a standard action, but it's effect lasts for 1 round.

When do you drop to -1 and begin bleeding out?

It seems silly to me that you'd go unconscious by declaring you want to enter total defense, but as far as the rules are concerned, I think this is the case. Thoughts?


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{The} Herald wrote:
Damn. Those things hit hard!

Three natural attacks and three opponents is certainly rough, especially when the party could easily be made of all level 1 PC's (which we almost are).

These drecthes being weaker is a huge boon though. None of your abilities will be affected by this, so I have no issue talking about certain specifics now. They have poison immunity, but lose it in their weakened state. Know what stinking cloud is? A poison effect. The tier 4-5 has 5 dretches, all at full power. Theoretically, they could all just cast five stinking clouds and then gang up on a PC at a time. That's pretty viscous for a 4-5...

Liberty's Edge

Male Chelaxian Human Cleric/4 (HP 23/23 | AC:18 T:11 FF:17 | CMB:+5 CMD:16 | F:+4 R:+2 W:+7 (+2 vs Fear) | Init:+1 | Perc:+7 Normal | Move:30ft) | +1 Morningstar +7 (1d8+3/20x2) | CE DC14 6/6 HotA 6/6 VoM 6/6
Skills:
Acro -2 Appr +0 Bluff +1 Climb -1 Diplo +7 Escape Artist -2 Fly -2 Heal +7 Intim +3 Know (Arc) +4 (Dung) +1 (Hist) +5 (Local) +1 (Nobil) +4 (Planes) +5 (Relig) +4 Perc +7 Ride -2 SM +7 SC +4 Stealth -2 Surv +3 Swim -1

I would rule that the effort in doing Total Defense (or similar behavior) is what causes you to drop out. So you'd get one round of TD and then drop to -1 HP. Simply declaring your intention wouldn't do it, I think.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Interesting. I never realized RAW interacted that way with Total Defense. More like Total lack of defense!

I've always assumed you start bleeding at the end of the round and that is what takes you to negative. Not sure if any rules back that up, though.


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I agree that waiting a round makes sense, but I am uncertain that it is RAW based on the wording of Total Defense since you take a standard action to do it.

As with all rule ambiguities, the GM's word is final unless intervened by a higher power AND I SAY HE LIVES! At least for a round :) Once the scenario concludes, I'll definitely pitch it to the hivemind though.

Sovereign Court

DEAD Human Slayer 3 HP 31/31 | AC 18, T 12, FF 17 | Fort +5, Ref +5, Will +2 (+2 vs Fear) | Init +1 | Perc +6 | SM +6 Effects:

Very fair ruling. Hopefully we can finish this and everyone's bacon remains safe.


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I probably won't get to a conclusion post tonight (didn't expect all this posting so quickly!) but Mindy has vanquished the final foe! Rejoice!

Rolling for your boons makes me uncomfortable. As your tyrannical GM, I DEMAND YOU ALL ROLL FOR A BOON! 19 or 20 is a success. I'll go first :)

Boon?: 1d20 ⇒ 16

And have been deemed unworthy!

Sovereign Court

DEAD Human Slayer 3 HP 31/31 | AC 18, T 12, FF 17 | Fort +5, Ref +5, Will +2 (+2 vs Fear) | Init +1 | Perc +6 | SM +6 Effects:

Boon-dogglin: 1d20 ⇒ 121d4 ⇒ 4

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

boon?: 1d20 ⇒ 6

Alas! Maybe next time. Thank you for the wonderful game! This was quite fun. You managed us hooligans quite well!

Liberty's Edge

Male Chelaxian Human Cleric/4 (HP 23/23 | AC:18 T:11 FF:17 | CMB:+5 CMD:16 | F:+4 R:+2 W:+7 (+2 vs Fear) | Init:+1 | Perc:+7 Normal | Move:30ft) | +1 Morningstar +7 (1d8+3/20x2) | CE DC14 6/6 HotA 6/6 VoM 6/6
Skills:
Acro -2 Appr +0 Bluff +1 Climb -1 Diplo +7 Escape Artist -2 Fly -2 Heal +7 Intim +3 Know (Arc) +4 (Dung) +1 (Hist) +5 (Local) +1 (Nobil) +4 (Planes) +5 (Relig) +4 Perc +7 Ride -2 SM +7 SC +4 Stealth -2 Surv +3 Swim -1

Hoping for a boon-skin cap.

Boon?: 1d20 ⇒ 18

Hmpfh. Nothing new here. Me and my pink undergarments always get the short end of the quarterstaff.

Grand Lodge

Female Human (Taldan) Bard (Archaeologist) 4 Portrait

Boon?: 1d20 ⇒ 12


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Nice work everyone, I had a blast GMing for you all!

CHRONICLE SHEETS

Please let me know if there is anything you would like me to correct!

Sovereign Court

DEAD Human Slayer 3 HP 31/31 | AC 18, T 12, FF 17 | Fort +5, Ref +5, Will +2 (+2 vs Fear) | Init +1 | Perc +6 | SM +6 Effects:

Looks great thanks Bear. I also had a great time in the game and especially playing with the lot of you guys. Great game personalities with interesting characters. Please don't hesitate to give me a shout for another game!

GM: Going to make an attempt at a faction card goal here:

Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge(nobility) check (DC = 15 + your character level).

K Local, DC17: 1d20 + 4 ⇒ (10) + 4 = 14 Oh well.

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