He who hunts at night (Inactive)

Game Master Mezegis

Private RP


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Discussion thread


The sword is a +1 Merciful greatsword, and the armor is masterwork chain shirt.

You'll get your other stuff later ;}


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
GM Mezegis wrote:
The sword is a +1 Merciful greatsword.

Cool, never used anything with the Merciful quality. Makes sense in this case - don't want to join the tribe by killing a bunch of them.


obvious statement is obvious, but the blade will be only for the trial. They expect it back when you're done beating on them :)

You may be getting a normal one later.... maybe... :)


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Yeah, I figured the blade was a loaner. But it's nice to test-drive it.


When debating the stats for these guys, I was tempted at the end to put in the ultimate, "you lose" duelist, but elected not to, lol.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

I think you've made a fine decision, since Kalt is definitely more of a generalist when it comes to combat.

Looks like the dice have decided they love me less...


What, you don't think you could take a Crane Wing/Riposte/Deflect arrows monk?


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

I've got one of those, a Master of Many Styles 2/Lore Warden 3 - in one-on-one fights like this, he's very effective indeed. And Kalt wouldn't stand a chance.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Glad you're back, sounds like you had quite a weekend!


Hehe, lots of quality time with the inlaws. My daughter loved it, since she always has a lot of fun there, but I just wish the reason for the vist was something else.


Will update the next section when I get home. We're having an ice storm here and they are kicking me out of work.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Wow. That was pretty great, thought I had him there. What was his AC? I pondered that Power Attack for a while before I went with it.


21, 1 dex, 4 armor, and 6 from total defense with 3 ranks in acrobatics


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Argh. So going without Power Attack would have done it. And would the 21 hp have taken this monk down?

This is my last question about this, just wondering how close I was to taking down six of them.

Be safe in that ice storm, I hope your power stays on.


21 HP on that guy, so you could have one shot him if you hit. However, if you had not PA'd to hit, you also wouldn't have KO'd him. I gave them all 15+1d10 HP so you always had a chance to 1 shot, but it took 2 on average.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Fair enough - I was likely toast either way then. But it was fun while it lasted.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Those riddles were great! Did you come up with them all?

For ease of evaluating my answers, here they are in simpler form:

1. Air or wind
2. Cat
3. Darkness
4. Fire
5. Ice
6. Egg
7. Moon
8. Spider
9. Stars
10. Blood

A couple of funny notes on the riddles. I consulted two outside sources for solving them: my twelve-year-old son, who is a serious Pathfinder player and who I thought would enjoy it (though I had them all answered before he really sat down, it was mostly to enjoy them with him) and my cat, who was on my lap as I worked on the riddles. So I think my answer to #2 is correct, but I may have been unable to apply it to anything else but the cat, given my circumstances at the time.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Aren't you going to grade my test?

And no comment on the cat story? I thought it was quite a funny coincidence, and didn't seem like cheating.

Nice riddles, I'll say again.


I was going to grade it in the game with a number of boons, but if you MUST know.... All but 6 were correct. It was Iron/steel/metal.

Not cheating at all, and it is a funny coincidence. It was actually a bit difficult making sure they all fit a barbarian theme, too many involve more technically advanced things, like cars, phones, and what not.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

See, and that's just like me, wanting to know the test results right away, even when it's not really reasonable...

Yeah, because I wasn't sure if you wrote them all, I avoided any sort of aid - such as the interwebz - other than my son and a cat.


Everything OK? I see you've been around but haven't posted anything. Did I make things too vague?


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

No, things are fine, and your post was good. I had two long posts I wanted to do, this one and another. I just finished the other, and was literally 30 seconds from starting on this one. Wanted to do it properly.


OK, when it went a whole day without anything, I was concerned we were both waiting on each other to say something.


Nothing common about your theiving. In a conflict between two tribes, they are putting their newest piece into play to prevent their opponents from bringing back pieces of their own.

Besides, I figured this would be a nice way of introducing extra gear/items and also allow you to refund some of the 7k gold in diamond dust they'll be spending on you.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Yeah, that's what I figured on the thieving, which is why I had Kalt's thinking go where it did. And I definitely noticed the diamond dust connection - but Kalt doesn't know that you need that to raise someone, so I left it a little more general.

I assume you'll tell me anything more I need to know about the gear? Like the amazing special abilities of the magical greatsword that I get to keep forever? Or the clay...


Sword is just a masterwork Greatsword, but it's been etched basd on your name. The clay is 20 lbs/20 blocks of blackfire clay. Each pound creates warmth for an hour, giving you bonuses on cold weather saves +4.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Guess I should figure out that blackfire clay - I assume that's what the lump I've been carrying around is?


Yes, that is the 20 lbs of clay they left you.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Can I assume I know what it is, and how to use the stuff?

And I should have made friends with that old wolf, and used him to lure away the dogs. But I'm only so-so with animals, being a Guide.


yeah, that's fine. And that would have been a good idea, hindsight...


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
GM Mezegis wrote:
yeah, that's fine. And that would have been a good idea, hindsight...

Or houndsight.

Not sure how I would have implemented the idea, I guess I could have kept trying wild empathy checks, and fought him if it went wrong...

Now I have to think about how to sneak up on the dogs.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Do the sled tracks go in the direction of the darkened patch (meaning I can sneak up on the caravan there) or do you mean it looks like a good shelter for Kalt? I'm working on my plan.

In broad strokes, I'm thinking about trying to hunt up a rabbit or two, to distract the dogs for a bit - either by letting them loose near the dogs, or throwing the butchered rabbits out as a tasty treat. Does this seem workable given the situation? And how many dogs are we talking about, based on the tracks? 3, 13, 30?

One other question would be a Survival skill thing: any chance I could find some plants that would make the dogs sick/sleepy/whatever? I could stuff the rabbits (or whatever animal I can hunt up) with them. This is obviously dependent on some skill checks.


Tracks head toward the dark spot, about 4 dogs per sled. You may be able to find game animals and poisonous plants, the dice will tell.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Hey - just wanted to let you know I'm getting pretty busy at the moment, and it's affecting my posting. Added to that, I had a post mostly written last night to deal with the dogs, when I realized that I didn't really have a way to deliver drugged bunnies to the dogs without stirring them up, even if my rolls looked decent.

So I'm a bit stumped, and may not have the time right away to come up with a better plan and post it. But I didn't want to go AWOL on you, especially since you're trying to balance the timing on Kalt's solo quest vs the RoW game.


Thanks for the heads up.

It is a tough one. The drugged bunnies may have worked, depending on how you did it.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Got something up, decided to just get the plan started and see how it plays out. Points for inventiveness?


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

A couple of questions:

How far away are the three men? (A map will probably be helpful soon...)

What armor and weapons can I see on them or in the camp?


I'll work on the map tonight They are all ina 20' circle around the fire.

Armor is hidden under winter outfits, but they do not seem to be slowed any. They all have bows and swords, one has a buckler.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Sorry, I meant how far are they from Kalt? Thinking about bow ranges and getting off a shot or two from stealth.


about 50' away. weather still makes it hard to see, but I figured you dared not get closer.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

That's actually a pretty ideal distance, I might move even further away before I take any shots. Does the weather give me any bonuses to stealth? Will it give me any minuses to ranged attacks?

I'm imagining an arrow or two, then trying to drop back into hiding and attack from a new direction, keep 'em guessing about how many attackers there are. Just curious how you see this playing out, not in terms of predicting outcomes, but any rules issues that might come up.


It has helped your stealth, I just took that into account on my own. I'm going to actually toss the concealment rules out the window for my own style on this one. There is a scaling concealment miss %. Range-10=miss % So 30'-10=20% miss chance. From where you are at 50', you are looking at a 40% miss chance. The partial/total % just didn't make sense when it came to firing through snow.

Your approach could work fairly well, I had a number of different ideas for how to approach it, depending on how bloodthristy you wanted to be


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

That's pretty brutal on the miss chance, but it seems reasonable. Though range-20 = miss% seems pretty reasonable as well...

Yeah, I was pondering the bloodthirst question as well. My preference would be to sneak in and steal the stuff and not kill anyone, which is why I wanted to take the dogs out of commission. This isn't ideal for a couple of reasons:

1. It would probably get me killed. Again.
2. I was told I could keep anything I looted off the caravan folks, and that's tough to give up.


As someone who's lived in Chicago, the northern part of Michigan, and currently in the North east, there are times when anything beyond 10' has 100% concealment. Keep in mind, after the extra time it took to get the meat due to your roll of a 3, it's getting on dusk, which was taken into account with that %


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Yeah, I grew up in New England, I know what you mean, and the dusk component makes sense too.

On Stealth - if I shoot an arrow, then try to drop into hiding again, am I at -20 to Stealth, as per the sniping rules? Seems like the storm and dark that are working against me in my archery would work in my favor in taking that approach.


I'll give you another scaling bonus to your stealth, based on where you decide to go into hiding. I'll just keep that bit of information to myself for now, since you can never know how well you hide.

I will tell you that if you fire from 20' away and try to hide in the same area, the bonus would be much less than if you fired at 50' and then backed up to 80' before hiding.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Hey - as you probably saw in the RoW discussion thread, I wanted to give you a heads-up that I'll be leaving Saturday for a week of work travel, that will then become a week of personal travel, due to return on Feb 8. I should be able to post from time to time, but will likely be a bit slower. I'll also be on the other side of the dateline, so the timing will be a bit off.


M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe

Since those damn guys I'm trying to kill seem to have found my bow, what would it take for me to put together a sling out here in the wild? I've got plenty of dog skin, and could use some leather from my backpack, and would just sling rocks, though I'd probably have to find a creek and look along the bank to find rocks under the snow.

So, would it be a Craft check? At what DC? Seems it would be easier than the DC 12 given for crafting a simple melee or thrown weapon, since that covers things like morningstars and daggers.

And it would probably take me a while, right? Especially to find the stones, since it's already dusk. Damn dropping my bow!


Survival to skin/recover the parts, then craft at DC 17 to get a functional one for the rest of the night. Failure on the craft would mean you need to recover more parts.

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