Giantslayer: With GM Placeholder of Doom

Game Master Foxy Quickpaw

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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
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

If we enlarge ourselves do we still need to make acrobatics checks? Daseem has -5 acrobatics roll so needs to roll a 13 to go up.


Kitsune Game Master

You need to roll an acrobatics tu run the stairs up as if they were nothing. Climbing is free for two feet.

But I moved you behind the palisade anyway for the last round, so you can do something completely different.

But the stairs are built for large creatures, so if you have to walk the stairs again, then enlarging yourself is a solution.


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
Ivan "The Mountain" Ironbrow wrote:


also bupkis, physical blasts damage is 1d6+1+con, increasing every 2 levels after 1 correct? so it should be 4d6+4+4 right? All of that is increased by empower, is it not? so 4d6+4+4+4+2x1.5 not 4d6+4x1.5+4+4+2?

My interpretation is that stat bonuses aren't multiplied by empower.


Kitsune Game Master

Bupkis is right. Only things that are rolled, and bonuses directly to that rolled dice like the 1d4+1 for magic missile get empowered.


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

thats not how I've seen most people play it.

here is an FAQ-

FAQ

It effects numeric bonuses. Even ones not tied to the dice itself.


Kitsune Game Master

In that case... at least it clarifies the ambiguous wording of the feat. Have that two extra points of damage.


Kitsune Game Master

@Daseem
Bad news: No, no inquisitor spells for the warpriest. You are limited to the cleric spell list.

Good news:
Inner Sea Gods page 67:
Clerics and inquisitors add lead blades (APG) to their respective spell lists as a 3rd-level spell.

;-)


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
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

I'm fine with that ruling although bear in mind this source was written before warpriests where introduced and they use the cleric spell list.


Kitsune Game Master

Did you read the spoiler? You did understand that I'm only teasing you by nitpicking what you asked for?


Kitsune Game Master
Daseem wrote:
One other thing I've forgotten about is Lead Blades. In Inner Sea Gods for each god there's a "variant spellcasting" section saying what spells various classes get to add to their lists (or put on their lists as lower level) if they worship that god. Gorum's is on p67. His inquisitors get lead blades as a 3rd too so I'd assume warpriests should also, what do you think?

I was referring to you leaving out the "Cleric" part of the rules quote and explicitly asking to add a spell granted to an inquisitor to your spell list. Spell list changes to the cleric apply of course to the warpriest too and you get to use the Lead Blades spell.


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

Are we using Massive Damage rules?


Kitsune Game Master

No. We're fighting giants. I'm pretty sure there will come the situation, where you're glad we don't.


Kitsune Game Master

Also, I walked Ivan in as a surprise round action as I'm sure he is fine with getting the first hit. But everyone else has to walk in first before attacking, so no full attacks.


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

Ivan is quite literally, a metal battering ram :D


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

Giant criticals are dangerous enough without massive damage rules!


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

Just the first attack, then.


Kitsune Game Master
Daseem wrote:

He took careful aim and there was a snapping noise as the string slammed into the bolt which then darted towards the flying giantess!

Vital strike, orphaned by giants, divine favour: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 Damage: 2d8 + 4 ⇒ (6, 2) + 4 = 12

I learned something new today. I always thought vital strike is only for melee. But what I don't get is how you come to a +4 damage bonus? The only thing I see that would add to the damage is the divine favor resulting in +2.

Searching your crunch for another source or what blessing you might have activated I found the minor war blessing, which doesn't add to the damage and the quicken blessing feat for which you don't fulfill the prerequisite.


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
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Sorry +4 was a mistake it should have been +3, I was using herolab for the dmg calculations and had forgotten I'd put the wrong value into divine favour.

It's +3 not +2 due to Fate's Favoured trait which adds 1 to luck bonuses.


Kitsune Game Master

Daseem needs to put some ranks in Knowledge(Religion) in and out of character. ;)

You're not worshiping Iomedae, so fighting honorable is an option, no necessity. Gorum is CN, which gives a strong hint already. But it is actually written out in the more extensive lore:

Gorum’s entire focus is on battle and the crucible of struggle. He understands the need for archery, siege weapons, and stealth, but nothing satisfies him more than face-to-face melee combat in which sweat, blood, and fear fog the air.


Kitsune Game Master
Daseem wrote:

Well you say that but in 2e RAW I believe this would be problematic. Of course this isn't a 2e game but it sheds light on developer intent.

** spoiler omitted **

a) Yes, we are not playing 2e

b) According to 2e rules Gorum has only CN and CE followers. I wonder if the devs have read their own definitions of alignment before writing this anathema. They insist on fair and honorable battle, but deny the good alignment. They call underhanded tactics blasphemy, but evil alignment is fine?

From my point of view the alignments of the deities define how a deity reacts to not so close adhering to the rules. It's pretty easy to piss off Iomedae who is LG. Because she is about being good and following laws. So there are the written codes and you better adhere to them. Still I insist to tell people that her alignment is LG and not LS. No one likes the stick-in-the-mud pally.

If your deity is chaotic then there are little to no rules to be expected. Gorum wants battle. And you do battle. To piss off Gorum you'd have to be the one hindering battle again and again. Putting ranks in diplomacy to talk your way out of battle regularly.

If I'd want to make your life miserable by taking away your divine gifts, I'd rather do so for sneaking past the giants outside the palisade, instead of killing two sleeping hill giants. They are no opponents for a glorious battle anyway.


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

Really? The Hill Giants made DC 90 and DC 83 Fort saves against Ivan and Bupkis's CdG attempts?


Kitsune Game Master

No, forgot that they need a 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

Okay, that's fine. I mean, if they double nat 20'd it, that would be real impressive, but totally believable.


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

What kind of check/action would it be to apprise the length of the chain?


Kitsune Game Master

Appraise or Know(engineering) DC20


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

Action type? I was going to cast shield this fight, so if it takes a standard action to estimate, I'll cast shield instead. If it's a move action, I can do both.


Kitsune Game Master

Both are free.


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

question, if Ivan burning hands himself (placing his hand over his head) would that burn off the bugs? He'd take full damage of course.


Kitsune Game Master

Remove disease.


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

Daseem should be able to memorize Remove Disease. But we'd have to be careful not to re-infect each other.


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

Do we have to spend an action to scratch during combat to avoid penalties?


Kitsune Game Master

Yes. It's in the spoiler for your condition. Move action.


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 listed in the Initiative order twice, and while I certainly don't object to being given two turns in a round, I don't believe I have an ability that allows me to do that.


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
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem sorta doesn't care about good vs evil (he mostly wants a good fight), but presumably the AP expects (Chekhov's gun etc) a typical party to relight this forge. Why would they do that though?


Kitsune Game Master

Oh no! He has done it! He questioned the logic of the AP! Sound the alarm!

The progress of the AP doesn't depend on you relighting the forge. You could decide to go collect the stuff and destroy it, so no one can ever relight it. Which would make much more sense.

BUT

Ivan got it right: Using that forge is enough of a reward to consider relighting it.

But I was hoping to start the argument in game. But I guess we're short on religious types with good deities.


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
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

To be fair the promise of uber items made by the forge would probably swing Daseem. All the better to bring war to the giants with.


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

For Menrozzar, it's less a question of religion and more a question of protecting Trunau. If this forge could be used to make weapons that threaten Trunau, he doesn't want it re-lit.

Ostensibly, Menrozzar worships Iomedae, since she's the primary deity in Trunau, but I imagine he's fairly flexible so long as it isn't an actively evil deity.


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

Strictly speaking, we don't need the horn - I'm going to be perfectly capable of breathing fire once I hit level 3 in Dragon Disciple.


Kitsune Game Master

Weird flex, but ok. XD


Kitsune Game Master

Ivan, Menrozzar, your turn.


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

Whoops, thought I posted.


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

sorry, thought I posted here, I'm going to be busy due to life the next week or two, so posting may be spotty, if you need to go ahead and bot Ivan. Apologies.


Kitsune Game Master

In regards to Ivan's post and not upgrading since Trunau. I guess he meant his armor. But besides that there is the fact, that no one was interested in the level up offered on Nov 21, 2020. Maybe reconsider that after the fight?

Foxy Quickpaw wrote:

To vent your frustration at the trolls, you can CDG them. They are helpless, so you don't need attack rolls.

So far no one has tried alchemy, and in pathfinder there isn't an alchemy lab standing behind every cormer. So I offer a different solution. Don't know if it helps, but you're due for a level up to 8. Maybe someone wins an acid splash for the spell list?

Of course you can punch them so deep into the negatives that they won't get up this week. But that is an unsatisfying solution.


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 missed that we could level up. That would help Bupkis' AC a fair amount.


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 meant to level up, and then forgot about it completely. Oh, geeze.

Yeah, I think we'll use that after this fight.


Kitsune Game Master

Only the crit was a hit. I guess the giant has to change the judgement to protection next round to raise the AC by two more. :P


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
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Oh wow how did we all miss that?


Kitsune Game Master

I didn't push it, as all the enemies were no match for you anyway.


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

Time to level up!

Bupkis lvl 8 highlights:

+1 BAB
+1 Fort
+1 Reflex

+1 Con
+17 HP

Infusion Specialization 2
Utility Wild Talent: Expanded Defense (Shroud of Water)

FCB: +1 HP

Adventuring Skill Ranks:
+1 Disable Device
+1 Escape Artist
+1 Perception
+1 Stealth

Background Skill Ranks:
+1 Knowledge Engineering
+1 Knowledge Geography


Female Halfling Songhealer(12) - Ini+10, HP75 AC 20/16/15, F+7/R+15/W+11, Perc+2, SpC+23

Amira leveled too,

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