Giantslayer: With GM Placeholder of Doom

Game Master Foxy Quickpaw

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SKIRKATLA’S TOMB


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

Amira, still invisible starts an encouraging song.


Kitsune Game Master

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18
The dragon doesn't look good anymore, after Ivan sends lightning through it.

Bupkis, Daseem <--
Dragon(70)
Amira, Menrozzar, Ivan


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

Bupkis, buoyed by Amira's heartening song, powers up and unleashes another blast at the wyrm. "No good eating here!"

5 ft step, Move Action: Gather Power, Standard Action: Empowered Cold Blast (Extended Range Infusion if necessary).
Depending on the dragon's height, he may be within 30 ft for Point-Blank Shot.

Cold Blast (touch), Inspire Courage, Haste: 1d20 + 14 + 2 + 1 ⇒ (6) + 14 + 2 + 1 = 23 +1 if within 30 ft.
For damage calculation: empowered variable damage: 4d6 + 2 + 4 ⇒ (5, 5, 4, 6) + 2 + 4 = 26 26 x 1.5 = 39
Cold Damage (variable damage x 1.5), inspire courage: 39 + 2 = 41 +1 if within 30 ft.

Gather Power pays the burn cost for Empowered. Infusion Specialization pays the burn cost for Extended Range (if needed).


Kitsune Game Master

Bupkis shoots the dragon right out of the air. The blast pushes the dragon back, it falls backwards, hits the edge of the tower floor and plummets down. You hear as it hits the roof of the cathedral and then slides down to fall into the yard.


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 blinked and stared over the edge in surprise murmuring, "Oh..."

The angelic choir vanished along with the dragon as it plummeted to a messy end below. This wasn't how it was supposed to be, Daseem really wasn't sure what to do!

Steal its loot obviously.

So he started looking around for something to do or ideally fight.
Perception: 1d20 + 15 ⇒ (13) + 15 = 28


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

Amira abruptly ends her song. "That was anticlimactic." her disembodied voice comments.


Kitsune Game Master

In the corner is the bed of the dragon which consists of a large spined shield, a +1 light pick, a +2 shortbow, a potion of delay poison, a potion of displacement, a potion of haste, a scroll of blade barrier, a scroll of charm monster, a scroll of hold monster, a scroll of summon monster V, a scroll of wall of force, a noble’s outfit, a copper amulet with garnet setting (worth 80 gp), a brightly painted clay ceremonial mask with bronze feathers and glittering blue sapphire eyes (worth 545 gp), a set of three lapis lazuli carvings of leucrottas (worth 50 gp each), a black pearl worth 500 gp), 180 pp, 1,240 gp, 4,490 sp, and 13,800 cp.

Please remember that coins are 50 to a pound.


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

Bupkis helps to gather up the mass of treasure and load it into Ivan's large bag. He leaves the copper coins for last, since the party might not be able to carry them all.

Once he's finished he askes his companions, "Now where we take the people we rescue from cages?"

Bupkis' handy haversack is mostly carrying rations and ammunition.


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

Menrozzar looks over the trove. "Between this and the chimera's treasure, we should have brought a cart. Maybe one of those two knows how to build one. We should take those two to the village we passed through on our way here - they may be from there."


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

Trying but failing to be helpful Daseem added earnestly, "Or m-mebbe one o those bottomless pits that you can f-fold up and carry with ya."

Its quite a long trek to anywhere we can spend this stuff isn't it...


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

"That would pay for a wardrobe full of nice clothes." Amira states. "But bringing it in coppers, it'll look like I earned it from singing. And not in a good way."


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

Pondering Bupkis's question Daseem suggests "That village? Or maybe back to Trunau - a long w-walk that! Then we need ta f-find Skirgaard!"

Maybe this is a Kn: Geography thing but where is the nearest settlement of any size? We need somewhere to spend our ill-gotten gains!


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

"We're done with this forge? Because Agrimmosh can resize persons. And if there is a grain of truth to the legends, then the giants forged the weapons of their dwarven enemies into weapons for giants here."

"If that would work the other way around... but selling the stuff and buying something that fits works too."


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 don't think we have all the tools we would need to relight the Forge right now - what was it we needed again? The hammer, the breath of a dragon, and what else?"


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

"The horn to get a dragon, the prayer on that silver disc, some stones, and another thing I can't remember..., clay, it was clay."


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 shrugged as he mumbled, "Meh. We n-need ta prepare for Skirgaard!" That's where the glory was!

Honestly I don't mind if folks want to wrap up the forge side quest, but it would be nice to get this chapter done :)


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

He looked at Ivan and Bupkis and Menrozzar and grunted, "Eh? Eh?" as if to say don't you agree?


Kitsune Game Master

As there is nothing left to be done in this cathedral, the group leaves. The villagers come along. They are used to evade giants in these mountains, but at least until they are out of the giant's camp they prefer to travel with this company.

The group sneaks out of the cathedral and into the valley. To not have to cross all of the camp again you turn the other direction. After some distance the mountain flanks draw together, creating a narrow pass that is blocked by an impressive wall that spans the entire valley. Sloppily cemented stone and timber make up the wall, which contains a large archway in the center blocked by a massive portcullis of sharpened logs bound together with thick hemp rope.

On top of the wall are a hill giant and an ettin and through the portcullis you see two large smilodons who pick up your scent as you approach.


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

Bupkis eyes the wall. "Looks like they have big dogs behind gate!" He tales a shot at the hill giant on top of the wall.

Telekinetic Blast (extended range infusion): 1d20 + 14 ⇒ (2) + 14 = 16
Piercing Damage: 4d6 + 12 ⇒ (4, 3, 3, 1) + 12 = 23

Bupkis can shoot from 120 ft away.


Kitsune Game Master

Bupkis manages to get the attention of the guards. As they see who is approaching, they open the gate for the oversized cats. It will be interesting to see how long the cats need to close the distance of some hundred feet once the gates are open.

Init:
Init Ivan: 1d20 + 2 ⇒ (19) + 2 = 21
Init Menrozzar: 1d20 + 2 ⇒ (3) + 2 = 5
Init Daseem: 1d20 + 1 ⇒ (19) + 1 = 20
Init Bupkis: 1d20 + 5 ⇒ (4) + 5 = 9
Init Amira: 1d20 + 5 ⇒ (17) + 5 = 22

Hill Giant: 1d20 - 1 ⇒ (7) - 1 = 6
Ettin: 1d20 + 3 ⇒ (9) + 3 = 12
Smilodon: 1d20 + 6 ⇒ (5) + 6 = 11
Smilodon: 1d20 + 6 ⇒ (12) + 6 = 18

Amira, Ivan, Daseem <--
Smilodon, Ettin, Smilodon
Bupkis
Hill Giant
Menrozzar


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

Amira readies herself for an inspiring song, as soon as someone wants to 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
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Preparing for battle, Daseem shouts "Gorrrum!" at the top of his voice, seeking Our Lord in Iron's blessing. He then grins at his fellow warriors waiting to see if one of them wants to take the lead.

Casting Bless as a standard action followed by using quicken blessing to cast war mind as a swift action (selecting +1 AC this round). If Ivan or Menrozzar move, Daseem will use his move action to follow.


Kitsune Game Master

The giant and the ettin are busy turning the wheel to open the gate while the smilodons try to press through the slowly opening portcollis.

Amira, Ivan, Daseem <--
Smilodon, Ettin, Smilodon
Bupkis <--
Hill Giant
Menrozzar <--


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

Bupkis powers up and shoots again at the hill giant. However in his excitement he fumbles with his ammunition and drops it.

Empowered Telekinetic Blast, inspire courage: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
For damage calculation: empowered variable damage: 4d6 + 4 + 4 + 4 ⇒ (2, 2, 2, 1) + 4 + 4 + 4 = 19 19 x 1.5 = 29
Piercing Damage (variable damage x 1.5 + inspire courage: 29 + 2 = 31


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

"Spread out so that we aren't bunched up if the giants throw rocks at us."

Menrozzar moves off to the side of the group a bit, then roars at the smilodons as he prepares for their charge by changing into a draconic form.

Move 10 feet ahead of the group and 20 feet to the left, rage, ready attack against the smilodons when they get into range.


Kitsune Game Master

The portcullis moves up and as soom as its two foot off the ground the smilodons go through and charge. One goes for Menrozzar, the other one can't reach a target yet.

@Menrozzar
Charge Claw: 1d20 + 18 ⇒ (18) + 18 = 362d4 + 8 ⇒ (2, 1) + 8 = 11
Grab: 1d20 + 23 ⇒ (15) + 23 = 38

Amira, Ivan, Daseem, Bupkis, Menrozzar <--
Smilodon, Ettin, Smilodon, Hill Giant


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

Screaming, "GORRRRUUMM!" Daseem charged the other Smilodon, and swing his sword with all his might!

Charge! Power attack, furious focus, inspire, vital strike, bless: 1d20 + 13 + 2 + 1 + 2 ⇒ (14) + 13 + 2 + 1 + 2 = 32
Reroll: 1d20 + 13 + 2 + 1 + 2 ⇒ (4) + 13 + 2 + 1 + 2 = 22Damage: 4d6 + 14 + 2 ⇒ (6, 3, 1, 2) + 14 + 2 = 28

AC = 18 this round.


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

Bupkis can tell that Menrozar could use some help! He powers up and shoots the Smilodon that's grabbed onto the draconic warrior.

Move Action: Gather Power, 5 ft step if necessary, Standard Action: Empowered Telekinetic Blast

Empowered Telekinetic Blast, PBS, inspire courage: 1d20 + 14 + 1 + 2 ⇒ (6) + 14 + 1 + 2 = 23
For damage calculation: empowered variable damage: 4d6 + 4 + 4 + 4 ⇒ (1, 3, 5, 5) + 4 + 4 + 4 = 26 26 x 1.5 = 39
Piercing Damage (variable damage x 1.5 + PBS + inspire courage: 39 + 1 + 2 = 42


Kitsune Game Master

Addendum for Menrozzar as the big cat has pounce

Bupkis shoots the cat, and Daseem cuts his cat badly despite the four fleshwounds the cat's paw rips open on his arm.

@Menrozzar
Claw: 1d20 + 18 ⇒ (13) + 18 = 312d4 + 8 ⇒ (1, 1) + 8 = 10
Bite: 1d20 + 18 ⇒ (1) + 18 = 192d6 + 8 ⇒ (3, 6) + 8 = 17

@Daseem
AoO Claw: 1d20 + 18 ⇒ (3) + 18 = 212d4 + 8 ⇒ (3, 4) + 8 = 15
Grab: 1d20 + 23 ⇒ (1) + 23 = 24

Daseem, Bupkis, Menrozzar(rolls for readied attack?)
Amira, Ivan <--
Smilodon(42), Ettin, Smilodon(28), Hill Giant


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

Readied Claw Attack, bloodrage, PA: 1d20 + 14 + 2 - 2 ⇒ (1) + 14 + 2 - 2 = 15

Menrozzar is unprepared for the creature's charge, and so his attack misses.


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 grunted in pain when the oversized cat's claw raked his arm, he got ready to strike back! Next round.

BTW I assume its grab misses due to rolling a 1?


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 rushes in to aid his allies, slamming a telling blow into the wee kitty.

hammertime,PA,flank: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
damage: 2d6 + 15 ⇒ (4, 2) + 15 = 21


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

Amira casts haste on the group while she keeps singing.


Kitsune Game Master

Ivan gives Menrozzar's cat a bad headache. But that doesn't change its intent to eat Menrozzar. Daseem also feels the painful claws and teeth of the beast.

The hill giant throws a rock at Ivan, dealing maximum damage to the flowers 10 feet besides the dwarf..

@Menrozzar
Bite: 1d20 + 18 ⇒ (14) + 18 = 322d6 + 8 ⇒ (3, 4) + 8 = 15
Claw: 1d20 + 18 ⇒ (17) + 18 = 352d6 + 4 ⇒ (3, 3) + 4 = 10
Claw: 1d20 + 18 ⇒ (13) + 18 = 312d6 + 4 ⇒ (5, 1) + 4 = 10

@Daseem
Bite: 1d20 + 18 ⇒ (19) + 18 = 372d6 + 8 ⇒ (5, 5) + 8 = 18
Claw: 1d20 + 18 ⇒ (8) + 18 = 262d6 + 4 ⇒ (3, 2) + 4 = 9
Claw: 1d20 + 18 ⇒ (14) + 18 = 322d6 + 4 ⇒ (6, 2) + 4 = 12

@Ivan
Rock: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 10 ⇒ (8) + 10 = 18

Daseem, Bupkis, Menrozzar, Amira, Ivan <--
Smilodon(63), Ettin, Smilodon(28), Hill Giant


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

Bupkis tries to rescue Menrozzar from the cat trying to eat him.

Move Action: Gather Power, 5 ft step if necessary, Standard Action: Empowered Telekinetic Blast

Empowered Telekinetic Blast, PBS, inspire courage: 1d20 + 14 + 1 + 2 ⇒ (6) + 14 + 1 + 2 = 23
For damage calculation: empowered variable damage: 4d6 + 4 + 4 + 4 ⇒ (5, 2, 2, 4) + 4 + 4 + 4 = 25 : 25 x 1.5 = 37
Piercing Damage (variable damage x 1.5), PBS, inspire courage: 37 + 1 + 2 = 40


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

Menrozzar roars in pain as the cat tears into him, but he doesn't hesitate to tear right back into the smilodon, claws and fangs snapping at everything.

Bite, bloodrage, haste, inspire courage, PA, Grappled: 1d20 + 14 + 2 + 1 + 2 - 2 - 2 ⇒ (6) + 14 + 2 + 1 + 2 - 2 - 2 = 21
Damage, bloodrage, inspire courage, PA: 1d6 + 9 + 3 + 2 + 6 ⇒ (2) + 9 + 3 + 2 + 6 = 22
Claw 1, bloodrage, haste, inspire courage, PA, Grappled: 1d20 + 14 + 2 + 1 + 2 - 2 - 2 ⇒ (3) + 14 + 2 + 1 + 2 - 2 - 2 = 18
Damage, bloodrage, inspire courage, PA: 1d8 + 6 + 2 + 2 + 4 ⇒ (7) + 6 + 2 + 2 + 4 = 21
Claw 2, bloodrage, haste, inspire courage, PA, Grappled: 1d20 + 14 + 2 + 1 + 2 - 2 - 2 ⇒ (16) + 14 + 2 + 1 + 2 - 2 - 2 = 31
Damage, bloodrage, inspire courage, PA: 1d8 + 6 + 2 + 2 + 4 ⇒ (3) + 6 + 2 + 2 + 4 = 17


Kitsune Game Master

Bupkis again wounds the cat badly and Menrozzar finishes it off.

Bupkis, Menrozzar,
Daseem, Amira, Ivan <--
Smilodon(RIP), Ettin, Smilodon(28), Hill Giant


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

Gravely hurt Daseem screams, "GORRUM WITNESS!" as he swings his sword like a scythe through the overgrown pussycat, hoping to chop its head off!

Power attack, furious focus, inspire, vital strike, bless: 1d20 + 13 + 2 + 1 ⇒ (8) + 13 + 2 + 1 = 24
Reroll: 1d20 + 13 + 2 + 1 + 2 ⇒ (19) + 13 + 2 + 1 + 2 = 37Damage: 4d6 + 14 + 2 ⇒ (4, 4, 2, 4) + 14 + 2 = 30
Confirm Crit?: 1d20 + 13 + 2 + 1 + 2 ⇒ (11) + 13 + 2 + 1 + 2 = 29Crit Damage: 2d6 + 14 + 2 ⇒ (6, 6) + 14 + 2 = 28

He then slams his hand into his wounded flank where he'd been savaged and some of his wounds closed as Our Lord In Iron's healing surged through him.
Cure Moderate Wounds: 2d8 + 8 ⇒ (5, 7) + 8 = 20 Using fervor to cast CMW as a swift action.

If the Smilodon is still alive then Daseem can't afford to eat another full attack and he'll have to move away, accepting an AOO hoping the others will kill it.


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 plays a beat on the kitty kats skulls, but very gently.

hammertime: 1d20 + 13 + 1 + 2 ⇒ (1) + 13 + 1 + 2 = 17
damage: 2d6 + 15 ⇒ (3, 5) + 15 = 23

hammertime haste: 1d20 + 13 + 1 + 2 ⇒ (1) + 13 + 1 + 2 = 17
damage: 2d6 + 15 ⇒ (4, 1) + 15 = 20

hammertime: 1d20 + 13 + 1 + 2 - 5 ⇒ (13) + 13 + 1 + 2 - 5 = 24
damage: 2d6 + 15 ⇒ (4, 5) + 15 = 24


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

Once Ivan moves over to Daseem's kitty Amira moves up behind him. Using the dwarf's strange dance, where he swings the hammer around and around, always closely missing the cat and almost hitting himself, as cover for casting.

Casting defensively: 1d20 + 12 ⇒ (9) + 12 = 21
As she is done, Daseem disappears from sight.


Kitsune Game Master

Daseem hits his kitty hard, but not hard enough. And Ivan steps into a hole, throwing him off balnance. Only his last attempt hits the cat.

But with Daseem gone this one hit from the dwarf draws the cat's ire and it lashes out at him.

@Ivan
Bite: 1d20 + 18 ⇒ (5) + 18 = 232d6 + 8 ⇒ (3, 5) + 8 = 16
Claw: 1d20 + 18 ⇒ (20) + 18 = 382d4 + 8 ⇒ (1, 3) + 8 = 12
Claw: 1d20 + 18 ⇒ (2) + 18 = 202d4 + 8 ⇒ (3, 2) + 8 = 13

Confirm: 1d20 + 18 ⇒ (4) + 18 = 222d4 + 8 ⇒ (1, 3) + 8 = 12

Bupkis, Menrozzar, Daseem, Amira, Ivan <--
Smilodon(RIP), Ettin, Smilodon(110), Hill Giant


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

Bupkis isn't sure where Daseem went; he hopes that Amira cast some sort of spell to keep him safe. The goblin powers up again and tries to take out the last ferocious cat. But he hesitates at the last moment, afraid that he might somehow hit Daseem, by mistake.

Empowered Telekinetic Blast, inspire courage: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 Critical miss
For damage calculation: empowered variable damage: 4d6 + 4 + 4 + 4 ⇒ (6, 5, 2, 5) + 4 + 4 + 4 = 30 30 x 1.5 = 45
Piercing Damage (variable damage x 1.5 + inspire courage: 45 + 2 = 47


Kitsune Game Master

The cat dies from the shot.

Bupkis,
Menrozzar, Daseem, Amira, Ivan <--
Smilodon(RIP), Ettin, Smilodon(RIP), Hill Giant


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 blinked as Bupkis's blast burst the wounded Simildon like an overripe grape, thinking, 'Damn!'

He glanced down, realising with a shuddering gasp that he was still badly wounded. He slapped his hand on the worst of the bites and thanks to Gorum's grace some of the bleeding stopped, he would be able to fight on.
Fervor to heal: 3d6 ⇒ (3, 4, 3) = 10

He growled the word, "Gorum!" and six feet of blessed steel started to glow softly and he calmly walked towards the giants!

Swift action: Lay on hands
Standard action: Activate Sacred Weapon for +2 enhancement.
Move action: Walk closer towards the Hill Giant - I assume he doesn't get in range yet.


Kitsune Game Master

The giants wait on top of the wall of the gate built for giants to move through, well out of reach of any melee weapon.


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

Bupkis shoot at whichever target he can see on top of the wall, "Bupkis makes giants hide!"

Empowered Telekinetic Blast (Extended Range Infusion): 1d20 + 14 ⇒ (17) + 14 = 31
For damage calculation: empowered variable damage: 4d6 + 4 + 4 + 4 ⇒ (5, 1, 1, 1) + 4 + 4 + 4 = 20 20 x 1.5 = 30
Piercing Damage (variable damage x 1.5: 30 = 30

Gather Power pays the burn for Empowered, Infusion Specialization pays the burn for Extended Range.


Kitsune Game Master

Bupkis shoots the giant while the party moves closer.

The Ettin throws two javelins and the giant another rock.

@Bupkis
Javelin: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 6 ⇒ (3) + 6 = 9
Javelin: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 6 ⇒ (7) + 6 = 13

Rock: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 10 ⇒ (2) + 10 = 12

Bupkis,
Menrozzar, Daseem, Amira, Ivan <--
Ettin, Hill Giant(30)


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

Menrozzar looks for a way up to the giants.

Perception: 1d20 + 12 ⇒ (9) + 12 = 21


Kitsune Game Master

The wall is made from big rough stones and would allow for climbing. But as you are on the "inside" of the wall, you could also climb the stairs leading up.


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

-12

Ivan begins his long waddle up the stairs towards the giants.

How far are they away? And do the stairs count as difficult?

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Giantslayer Map : Senate

Welcome everyone! Please be friendly and try to resolve any disputes in an exceedingly lovely fashion. It is fine for your characters to rub each other the wrong way, but keep it civil out of character and chat about how you can make your conflict interesting and avoid disruption, etc.

Please remember as far as posting expectation go, you are expected to post at least once a day, and your posts are expected to average about 2 paragraphs. It is fine to make a quicky post if necessary, but you need to give me something more substantial later and it cannot become a habit. But even a quicky post need to have a bit of description on it.

I would categorise myself as a rules heavy GM, feel free to dispute rules and decisions that do not seem to fit within the rules - I would be a massive hypocrite if I minded :) Generally we will not retcon unless it puts a PC at great risk in some way. Please do so here in the discussion thread.

If you do post out of character in the gameplay thread, usually to explain actions please ensure it is in OOC tags and thus shows up blue. Or if you are posting information about an ability, or spell, put it inside a spoiler, as seen below.

Move to move, cast Burning Hands to catch goblin 3 and 4, swift action to draw dagger from spring loaded wrist sheath.

Burning Hands DC 15:
Casting Time 1 standard action
Components V, S
Effect
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Description
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Loot Rules:
We will be handling loot distribution with a split based upon sale prices. The split can either be between the party, or between the party and a group fund for items like cure wands, etc. I will throw up a google spreadsheet and update it each time I award treasure. This is mainly a way of ensuring that characters who are not suited to the APs loot do not miss out. PCs can choose to "buy" items you find at half price which comes out of their share and it is perfectly fine to go into debt for more than your share. If two players want the same item roll for it, but if you are in significant "debt" please consider giving up the item.

Example Loot Sheet from Hell's Rebel's Game


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

Roger that laddie. I'll get a post in later tonight, With family at the moment so don't have the time to write out a propa' introduction.


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

Looking forward to the game!


1 person marked this as a favorite.
Giantslayer Map : Senate

@Ivan not a problem, I am about to sleep anyway :)

@Scuttler my apologies for sending you 2 invites, I noticed I had not switched to the GM alias at the last second and thought I had been able to catch it, but evidently had not.

@All I really should have sent links to the threads in your invites, but it only occurred in hindsight.

Please note that unless there are significant deviations from the AP I will be awarding levels where the AP suggests to rather than tracking XP. Happy to here arguments against this if you have them :)


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 reporting for duty, SIR! Re XP I'm perfectly fine with leveling up where the AP suggests, I do that in my own campaigns.


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

As that’s my preferred method of leveling, I quite concur with leveling up at the suggested points.

I am on my phone, so I’ll make a proper introduction in the morning.


CG Male Human Summoner (unchained) 2 | HP 15/15 NL 13/15 | AC: 14, T:11, F:13 | CMD: 11 Fort +1, Ref +1, Will +4 | perception +0 | Init +1 | speed 30 ft
Edwin:
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 17 (2d10+2) Fort +4, Ref +1, Will +3 Defensive Abilities evasion; Resist electricity 5; CMB +6; CMD 17

I third the approval of lvling when the AP says it’s now I’ve always done it As well. I’ll have a proper introduction in the gameplay of thread by tonight.


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

Two goblins!?

*cue Highlander theme*


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

What at first looked like a human in a trench coat, turned out to be one goblin standing on another's shoulders. :)


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

This is going to be fun.


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 going to wonder about the gobo's *raises eyebrow*


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

You're just mad that in our trenchcoat we are taller than you.


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

BAH! *grumbles*


CG Male Human Summoner (unchained) 2 | HP 15/15 NL 13/15 | AC: 14, T:11, F:13 | CMD: 11 Fort +1, Ref +1, Will +4 | perception +0 | Init +1 | speed 30 ft
Edwin:
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 17 (2d10+2) Fort +4, Ref +1, Will +3 Defensive Abilities evasion; Resist electricity 5; CMB +6; CMD 17

Please do the trench coat gag lol. Is there anyway gobbos can get the swarming ability?


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
Edgar Bronson wrote:
Is there anyway gobbos can get the swarming ability?

Goblin Troop


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

Yes. Do it! Do it now!


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

hmm. I'm getting some fullmetal alchemist vibes from our summoner haha. Somewhat


CG Male Human Summoner (unchained) 2 | HP 15/15 NL 13/15 | AC: 14, T:11, F:13 | CMD: 11 Fort +1, Ref +1, Will +4 | perception +0 | Init +1 | speed 30 ft
Edwin:
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 17 (2d10+2) Fort +4, Ref +1, Will +3 Defensive Abilities evasion; Resist electricity 5; CMB +6; CMD 17

*face palm* I didn’t even notice that as I was writing haha. To be fair, I’ve never been a fan of FMA so I only have a basic idea of the details.

EDIT: oh geez, the main characters name is Ed isn’t it?


1 person marked this as a favorite.
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

yup. Its a vague familiarity, I can tell it wasn't a "ima do this in PF" idea Just merely reminded me of it while reading over it and stuff.


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

Goodness two goblin PCs, if only the playtest forum knew ;) Interesting class mix, we'd better load up on CLW wands, best not tell the playtest forum about that either...


Giantslayer Map : Senate

LOL, well I warned you guys that party composition was not really a factor in selection :) Please note that I will be putting all of the characters into herolab over the course of this week, as it gives me both easy access and a chance to see any potential issues.

@Scrabbler could I get you to insert your "essential stats" in the classes bar for easy reference please? Never know quite what to call that, must be a better name knocking about?


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

In my experience odd class mixes tends to result in more memorable games because you have to be creative. Let's see how the dice fall :)


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

Bupkis could pick up the Kinetic Healer utility wild talent at lvl 2. It's healing with a price: either the healer or the healee has to take Burn (one point per level of non-lethal damage that requires a night's rest to restore).


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

Bupkis is currently built as a switch-hitter, using telekinetic blast and kinetic blade.

I thought I'd raise a rules issue/ambiguity with Kinetic Blade and Aether Kineticists.

Kinetic Blade wrote:

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Telekinetic Blast wrote:
If the attack hits, the target and the thrown object each take the blast’s damage.

RAW, this would appear to mean that if you use a weapon with Kinetic Blade, it takes damage whenever you hit someone with it (subject to hardness), so once you're doing more damage than the hardness, the weapon is quickly destroyed.

I could always avoid the issue by sticking to a purely ranged build.


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

Worse comes to worse we can try to find you an adamantine stick or two to use with kinetic blade. That plus the mending cantrip should cover things.

I only half kid, btw.

As far as healing goes, kinetic healer is a good option to start, if not necessarily the best for prolonged use, and CLW or infernal healing wands should work fine, as well. Most groups use CLW or infernal healing wands as the main source of healing, so I don't see that as an issue. We have a few different people who can use them, too.


Giantslayer Map : Senate

That is the way I read it Bupkis, but then it ought not to be a big loss, and a "club" will usually be available in most environments as a quick replacement. Plus you could always choose something more substantial like say a three inch iron ingot which would have 30hp since it can be any object, or more expendable like any random rock.


CG Male Human Summoner (unchained) 2 | HP 15/15 NL 13/15 | AC: 14, T:11, F:13 | CMD: 11 Fort +1, Ref +1, Will +4 | perception +0 | Init +1 | speed 30 ft
Edwin:
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 17 (2d10+2) Fort +4, Ref +1, Will +3 Defensive Abilities evasion; Resist electricity 5; CMB +6; CMD 17

A kinetic healer, some clw wands, and don’t we have a war priest? They can be decent emergency healers


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

@ bupkiss,

you could always just use random items. I remember my first telekinectist, he was a "investigator" sorts.

he was inspired by harry dresden and gambit. Basically, he carried around a couple bags of marbles, a few decks of playing cards, and some containers of toothpicks. He would use the marbles for bludgeoning damage, cards for slashing, and toothpicks for piercing. RAW it works just fine too. It was also awesomely thematic when he killed an orc by literally mind-throwing a toothpick through its head.

that fixes any throwing problems.

For the blade, I would recommend just allowing him to form a solid weapon out of aether, like the other elemental types. It wouldn't change much, and makes for another thematic thought. Just my 2-cents.


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

Aether kineticists need to use an object. Unlike other kineticists, they can't form a blade out of their element (see the bolded text in my previous post).

Some people have argued that a length of rope wouldn't take damage:

Ineffective Weapons wrote:
Certain weapons just can’t effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope.

It's possible to draw a new object every time, although that can run into action economy problems (at low levels you need to Gather Power as a move action to avoid the burn cost).


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

Also, I'd argue that, the weapon used for telekinetic blade Doesn't take any damage, as the wording states the thrown weapon bolded for emphasis. Since you aren't throwing the blade for kenetic blade, it doesn't classify as a thrown weapon.


1 person marked this as a favorite.
HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

I'm playing an Aether Kineticist who carries around Bear Traps.

1) Use TK Blast to clobber someone with the trap.

2) Trap is in enemy square, trap goes off.

3) Laugh


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

Maybe Bupkis should use a large fish...


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
Bupkis wrote:
Bupkis could pick up the Kinetic Healer utility wild talent at lvl 2. It's healing with a price: either the healer or the healee has to take Burn (one point per level of non-lethal damage that requires a night's rest to restore).

Filbert has that in my Strange Aeons game. It's proved very useful for them although it is a bit of double edged sword as he recently found out when he'd built up enough burn to be KOd early.

Anyway like Edgar says I think we'll be fine for healing with that in mind. Daseem will certainly learn the various cure spells and presumably we can buy / find wands and scrolls for more situational things (healing ability damage, diseases etc).


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

Daseem, did you choose positive or negative energy for your spontaneous casting? Or does Arsenal Chaplain sacrifice 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
Menrozzar Vyrlock wrote:
Daseem, did you choose positive or negative energy for your spontaneous casting? Or does Arsenal Chaplain sacrifice that?

Molthuni Arsenal Chaplin sacrifices channel energy (for weapon training which is a good trade these days). He can use fervor normally and he'll select positive energy for sure.


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

But you still have spontaneous casting, so you can convert prepared spells into CLW spells on the fly, right?


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

Indeed! That's a neat feature.

Spontaneous Casting:
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.

A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).


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
Bupkis wrote:


Should I be making a strength check at all? Would it help our efforts if Bupkis didn't pull, given his strength penalty? :)

I thought I'd answer this here. If it's most appropriate for Bupkis to pull, have Bupkis pull. If his Strength penalty makes it more inconvenient for us, that's half the fun of roleplay.

Daseem: As someone who's played a base Warpriest of Gorum, let me just say that if everything goes right, you won't need to use it much, but it's very good to have when you need it.

Also, around the time you get level 3 spells, the only level 1 spells you'll prepare are divine favor and shield of faith. I don't think I ever swapped them out after a certain point.


Giantslayer Map : Senate

To be honest I am not wild about the tug-o-war mechanics, but it is just a bit of fun, you do get minuses for the gobbos low strength, but also for Ruby's, but removing a weak team member should not make you stronger so I will give a -2 for non participation - I will eyeball distraction so if down effectively they are, well, effective :)

And to be clear you cannot aid the strength score is your combined strength.


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

Ah I see, edited my last post to remove the redundant aid another.


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

@Menrozzar: Menrozzar would likely have met Bupkis before, through Rodrik.

Relevant background exerpt:
That day the lookout was lax, and the raiders got quite close to the market, before they were spotted. Traders and townsfolk ran in panic as the alarm was sounded, and orcs ran through the stalls. Bupkis was filled with fear for Alicia's safety; he had to do something! Hiding behind a vegetable stand, he picked up a rock with his mind, and launched it at the nearest orc. The villain was closing in on a woman just a few steps behind Alicia, when the rock slammed into its shoulder. Surprised and angry, the orc turned and chased him. He dodged out of the way, scrambling through the maze of tables, and threw another rock at it. The commotion confused the other orcs, and delayed them long enough for the a group of guards, led by Patrol Captain Rodrik Grath, to arrive and drive them off.

Before this point, Bupkis had been very good at remaining unnoticed, but his concern for Alicia had caused him to throw caution to the wind. He had been spotted, but luckily for him, Rodrick had realized what had distracted the orcs, and that lives had been saved. Bupkis was cornered by the guards, but Rodrik ordered them to spare the little goblin.

Rodrik took a liking to Bupkis, and made sure he could get enough to eat without stealing, in exchange for a promise to defend the town if it came under attack again. The Patrol Leader also arranged for a place in a shed for Bupkis to sleep, so he didn't have to camp out beyond the walls. Bupkis now had two friends! Rodrik introduced him to his brother Kurst and some of the guards; if they had any reservations about a goblin in the town, they kept their concerns to themselves, deferring to Rodrik's persuasive manner. He continued to visit Alicia; he would amuse her with his slapstick routine, and she would play games with him (these were a lot nicer than the goblin games played back in his former tribe).


CG Male Human Summoner (unchained) 2 | HP 15/15 NL 13/15 | AC: 14, T:11, F:13 | CMD: 11 Fort +1, Ref +1, Will +4 | perception +0 | Init +1 | speed 30 ft
Edwin:
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 17 (2d10+2) Fort +4, Ref +1, Will +3 Defensive Abilities evasion; Resist electricity 5; CMB +6; CMD 17
GM Placeholder of Doom! wrote:
LOL, well I warned you guys that party composition was not really a factor in selection :) Please note that I will be putting all of the characters into herolab over the course of this week, as it gives me both easy access and a chance to see any potential issues.

Honestly I think we are farely well balanced, we have plenty of muscle, a dash of divine, a bit of arcane, a sneak and it sounds like the kineticist has ranged options as well?

Also GM, if you like I can just email you my hero labs raw data file save you some time


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

Bupkis: Yep, although I don't think they'd necessarily be friends. Here's the relevant excerpt from my Intro post.

Menrozzar wrote:


Towards the front he saw Captain Rodrik Grath leading that goblin he'd taken a liking to to the front - it was a curious friendship, but the goblin didn't cause trouble, so no one would likely care.

Menrozzar just might not quite remember his name - I imagine they've only met once or twice.


Giantslayer Map : Senate

@Edgar Bronson, no thank you Edgar, I generally learn a fair bit about characters while inputting them so I find it a useful process - appreciate the offer though :)


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

Perhaps we should check the Plague House before turning in? Assuming we can find an RPing reason to do so! :)


Giantslayer Map : Senate

LOL, it would be a bit of a waste of time at this point, I only mentioned it as foreshadowing :)


Giantslayer Map : Senate

I will leave it a couple of hours before moving on to the next morning, if you post by then great, if not you head to bed.


Giantslayer Map : Senate

Also please note it is perfectly fine if you are not sleeping at The Ramblehouse, its just the default for lodgings for the unlodged in Trunau.


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

Menrozzar is going to his bunk at the Longhouse. Time for bed and the next morning for him.


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

In addition to its great common room
for feasts and meetings, the structure also contains several
barracks where young unmarried warriors of either gender
can live in order to focus more on their militia training.
Chief among these is Jagrin Grath,

Ivan was going to the longhouse, but he would go the ramblehouse if kurst sent him there.

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