Giantslayer: With GM Placeholder of Doom
Game Master
Foxy Quickpaw
Maps&Stuff
Loot Sheet
SKIRKATLA’S TOMB
Kitsune Game Master
Fast Healing 10, DR 5. And you'd have to push him past his rather high constitution score into the negatives.
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
I think the troll missed Daseem, his AC is 22 currently.
Kitsune Game Master
You mean: "Tis' but a scratch."? ;)
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Well it rolled 21 to hit so it missed?
Kitsune Game Master
I just give some rolplaying description. I'm trying to check your numbers, but sometimes I mess up. You know the exact numbers. If it was a miss, just keep your HP.
Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17
hey all, family decided on a last minute vacation for the 4th against my better judgement, so I didn't have internet access since Friday. Hope everyone had a good 4th. (Americans and others)
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Hey no worries Foxy, I enjoy the descriptions.
Kitsune Game Master
Bupkis will go before the giant, but not in the surprise round, as he has been seen. I'll work the result of your shot in later.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
Apparently my late-night reading comprehension is lacking, and I jumped the gun. :)
Kitsune Game Master
Bupkis again tries time travel to beat the initiative order, but gets sucked into the great void, where he has to wait until time catches up with him.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
Sorry, should read more carefully.
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Ah I've forgotten to heal between encounters, could get spicy...
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
One of the problems with pbp is loosing focus. At the table in a face to face game I wouldn't have forgotten to heal up between fights. Ah well it's not quite over yet he dies at -14 hp.
Kitsune Game Master
How does this kinetic healing work? If I'm not mistaken, it is a spell like ability, which means it can be interrupted by an AoO. And you'd have to move through the threatened area of two ogres.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
I'm at a disadvantage here, since there's no map. Kinetic Healer is a spell-like ability, so he would need to be able to heal Daseem from a square that doesn't provoke. Bupkis would still provoke an AoO from movement (I think he started in a threatened square).
If he can't reach a square where he can't use Kinetic Healer without provoking, he would do something else, especially if Amira can heal Daseem.
Kitsune Game Master
Even without a map. One ogre is with you and the other one next to Daseem. There are no option to not walk through and cast in threatened areas.
But about provoking. Also your blasts might have issues, as large creatures, who step on your toes threaten you even if you 5' step away.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
I didn't see your post before I re-posted my action; Bupkis has Kinetic Blade for these occasions. The alternative would be to provide a map, so I can see the positioning.
Kitsune Game Master
The fight is not worth it. It's just added drama, because Daseem didn't notice his intestines hanging out after the last fight. :P
But if you post like: If ... Then ...
Please also add the Else ...
Kitsune Game Master
@Bupkis
Have you noticed the scale of the map? You're a five mile walk away from B. Or are you just scouting ahead?
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
Sorry, I thought we were on slide 1. I take it I should be looking at slide 2?
Kitsune Game Master
The one where Minderhal's Valley it written.
Kitsune Game Master
You'r egoing for an ambush, or are you just standing there, until whoever that is comes around the corner?
Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none
I appear to be missing from the Initiative order. Where do I fall?
Kitsune Game Master
Added now.
You can always check yourself in the init spoiler if I screw up the list.
Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none
Okay. I generally try to respect spoilers, unless told I can look at them, so my default is not to look.
Kitsune Game Master
I hope Daseem brought full HP this time. Statline reads still 29/59.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
It's best to keep statlines reasonably up to date. Otherwise it's hard for me to know when emergency healing is needed.
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
I did try to edit his stat line but the site ate the update. Anyway he's on 27hp now.
Looks like he needs to improve his AC by about 5 or so to keep pace with the monster's to hit.
Kitsune Game Master
Or improve strategy to not place yourself to get served with a full attack.
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Given their superior the reach, readied actions to attack and retreat if they come into range don't work. Which leaves ranged attacks which very much isn't Daseem's style.
Between higher AC and using defending bone more (for DR 5/blunt which may not be super hot vs some of them) I'm sure he'll struggle through :)
Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17
you could always hold your turns until Ivan charges in (as he is want to do) and takes the AoO and full round from big baddies. You have a walking tin can, you CAN use it. HAHAHA.
Kitsune Game Master
I thought more like delaying and letting the giant come. Then you get only a standard attack and start out yourself with a full attack.
Or hide behind the dwarf, to have him take the full attack.
Kitsune Game Master
@Daseem
From the number of hitpoints your statline shows you missed, that the fourth blow from the Ettin was also a hit.
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
BTW I posted Daseem's action for this round. I guess we're waiting to see what happens with the Ettin.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
FWIW, Bupkis has maximum ranks of Escape Artist. Probably not enough to escape on his own (+14), but likely a good chance with Liberating Command, should someone happen to have that prepared.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
My posting will be reduced for the next few days. I'm helping my sister move 600 km.
Kitsune Game Master
I also don't have access to the maps any more.
Does anyone of you have a google account and could offer a new presentation for us all to use? Because I don't have one.
Kitsune Game Master
@Ivan
Where do you get the additional +5 on your reflex save?
Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none
I've created a Google Slide we can use for maps. Here's the link:
https://docs.google.com/presentation/d/17pUgUwzRYTwuHOS9cnJiioUt74Bw6qcTWzY UqUvge5g/edit?usp=sharing
GM, could you put this in the campaign header? Go ahead and update it - you should have permission.
Kitsune Game Master
The maps were working again, but I used the opportunity to copy everything into the new slides provided by Menrozzar.
The old links are still in the detailed description of the campaigns.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
Having trouble editing my profile on my phone. I think Bupkis is 3 hp above unconscious.
Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17
the +5 is from the hardy trait. +2 naturally, I took glory of old trait (+1), and steel soul feat (+2). I add it to every roll, and let you take it out if need be. (I think that is easier than asking if it counts as a spell, SLA, poison etc.)
Kitsune Game Master
@Menrozzar
Amira is suggesting to use a scroll of Raise Dead. Is that ok with you, or do you want a honorable burial for Menrozzar and create a new character?
I'm fine either way, I just don't want to impose a solution on you which leaves you with two negative levels to start.
Depending on your preferences and your companions morals I could also offer Animate Dead. ;)
Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none
Unfortunately, Animate Dead doesn't really allow Menrozzar to come back - just his corpse to move around a bit.
Does Raise Dead allow for the saving throws after 24 hours to remove the negative levels, or are they permanent? I can never remember.
Kitsune Game Master
They are permanent, until you find someone to remove them with restoration and 1000gp worth of diamond dust per negative level.

Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
Raise Dead wrote: You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.
For reference:
Negative Levels wrote: For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels.
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
We could presumably get the two restoration spells done in Janderhoff. I'm not sure exactly how far we are from there, but we should be in the region, I think.
Bupkis is willing to contribute to the cost of the restorations.
Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none
I guess that's the question. How big of a detour would it be to Janderhoff, and is it worth it?
Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
For me it's worth it, just from a story/role-playing perspective.
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