Zedth's Hell-scarred and War-torn (PF1) (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


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Tactical Map

Catcher, the spell-change is not a problem. Thank you for the update.

----------

If memory serves (I suppose we could just look it up...), the hellskin ogre used a javelin of lightning against you folks (it almost killed Tess, I think), and when you guys defeated him you found another one in his possession.

I don't recall anyone ever using it so it is probably still in the party treasure.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]
Catcher wrote:
The self-serving and ignorant, the blind and the fool, the desperate and the misleading.

Ooh, ooh, who is who? I think I'm the blind.

Edit:

Gromff wrote:
Vote: Do I give them the Slornskin pouch, Lightning Javelin or Horn of Fervor? Have two pouches that are made mostly useless thanks to Goldie. Don't feel comfortable handing over a weapon. Honestly I forgot what the horn does. There is also some weapons in goldie but that opening a magic weapon full of money in front of evil sounds like a terrible idea

Extra carrying capacity is always helpful. I have some magic incense (Soul Soup) that could be helpful to these sinners. :D

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1
Veronica  wrote:
Catcher wrote:
The self-serving and ignorant, the blind and the fool, the desperate and the misleading.
Ooh, ooh, who is who? I think I'm the blind.

Oh, I guess it would be see that way, but…

She is not really talking about the party members specifically.

It’s a very poor reference to various npcs we encountered in the game (Zelesti, the elders at the conclave, little dragon, and some others) and how Catcher currently view them. xD

Edit:

Also, I don't want to pay anything, but if we must, give them only one item. They asked for one, if we give three, isn't that the same thing as admitting we are afraid or something similar?

If I were a bandit and ask for money and a item, and they offer me money and three items, I would sure take as granted it's a free lot and plot to kill.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

About the javelin:

I make a search on gameplay and didn't find any post were we used it.
So, I think we still have that old piece of loot.
I also searched discussion and didn't find anything about we selling it.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Not offering three. Just wondering whichone to offer.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I think the Javelin of Lightning is nice to give away cause we're really not gonna use it later, if we haven't used it by now. It's a DC 14 guys, and one of the less expensive we have, I believe. Plus, Handing them a weapon and may sound stupid at first, but it can also mean "they are so freaking strong they do not mind giving me a magical weapon? Holy lord, what are their levels!!"

Either way, I'm ok with any of you deciding about that and moving us onto the next part.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

I like the adventurer logic there. So be it. None of us has great dex anyway.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move
Gromff Hammerhand wrote:
None of us has great dex anyway.

I feel like adding some info here but hey, let's let it go!!


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland 8th level: Barbarian 8
HP: 1d12 ⇒ 9 + 2 con + 1 fc + 84 = 96
+1 BAB;
+6 Skill Points: +1 Perception; +1 K.Planes; +1 Sense Motive; +1 K.Geography; +1 Bluff; +1 Linguistics (if it's possible to learn the dark folk language - Intimidate otherwise).
+ 1 STR
+1 Fort save
DR increased to 4/-
Rage Power: Celestial Totem

I'm gonna feel really bad about blinding all these darkvision creatures! Now seriously, this would otherwise be a blessing naturally given by the gods, or his guardian angel, or whatever, but if I rage beside those creatures they are probably screwed, aren't they? Any possible option to foresee the use of the ability and tell them?

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

HP: 1d10 ⇒ 4 Meh;

HP: 64 + 5 +2 = 71
BAB: +1
Reflex: +1
Will: +1

+7 Skill points.

+1 2nd level spell.
+1 3rd level spell.

Feat retrain:
I'll leave this for level 9, If I survive :D


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

HP: 1d8 ⇒ 4 +4 con +1 FC = 9
+1 BAB
+1 Fort
+1 Will
+1 more 2nd level spell
+1 more 3rd level spell
+1 Blessing per day
+1 Fervor

Fervor 3d6
sacred weapon +2

+2 skill points

Also going to switch out Shield Focus with Quicken Blessing (Good). Not going to be using a shield anymore most likely. And my blessings have gotten little use cause they are standard actions. Now the Good Blessings are swift but use two uses. Fair trade off and quick access to make a weapon good aligned.


Tactical Map

I'm going to be out of town all weekend, and I hate posting long GM posts on my phone (it is tedious to me without a keyboard), so I probably won't get up another post until Sunday.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Level 8
Con +1
HP: 1d10 + 2 ⇒ (5) + 2 = 7 + 60 (old hp) + 7 (new con hp) = 74
BaB +1 (7/2)
Ref +1 (3)
4 Skill Points
- Heal +1 (8)
- Diplomacy + 2 (7)
- Survival +1 (3)
New Ability: Stigmata
I'm now a level 4 Oracle for Spells Known/Per Day (level 6 for spell effects).
I now get 2nd level Oracle Spells
New Spells Known:
0 - Purify Food and Drink
2 - Cure Moderate Wounds
Increased Base Spells/day:
1 - +1 (6)
2 - +3 (3)
Channel goes up to 3d6


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Guys,
I'll have family around here for the next two weeks, so please forgive me if I miss some days of posting. I'll try my best not to.


Tactical Map

Bear with me, new posts and battle map coming later today/tonight.


1 person marked this as a favorite.
Tactical Map

NEW Ring bonus power for level 8 bolded:

  • +1 Resist to saves
  • +1 Deflection to AC
  • +1 Bonus feat (Please identify/tag this feat somehow on your character sheet.)
  • 1/day spend a swift action to gain a move action
  • +1 "GM bonus" to wearer's armor. (This bonus stacks with existing enhancement bonuses up to +2, totaling up to a +3 bonus)
  • +1 "GM bonus" to wearer's weapon. (This bonus stacks with existing enhancement bonuses up to +2, totaling up to a +3 bonus)
  • +2 "GM bonus" to any ability score.

    Please notate on your character sheet what is your 'ring' bonus feat and what ability score is being boosted by the ring.


  • Tactical Map

    Roland,
    I just remembered you asked about taking linguistics to learn "dark folk".

    Yes, you may do so.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Okay.

    I'll set the +2 bonus for con. Is it a named bonus? I mean, does it stack with bear endurance/belt of con if we cast/equip such effect/item?

    Total hp now 80! Almost a barbarian! :D


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Thanks. Taken, then. My bonus will go to constitution, since I already feel like a wrecking ball.

    I do not have time to post today, but I'll try tomorrow morning.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Ops, and actually, 79 hp. I I thought we were level 9. xD

    --

    Boss, I'm changing my spell list again:

    Old one:

    0th: Detect Magic, Dancing Lights, Prestidigitation, Mage Hand
    1st: 1/1 Grease, 1/1 Magic Missile, 1/1 True Strike, 3/3 Shocking grasp.
    2nd: 2/2 Scorching Ray, 1/1 Bull's Str, 1/1 Rope Trick.
    3rd: 1/1 Haste, 1/1 GMW, 1/1 Lightning Bolt

    New one:

    0th: Detect Magic, Dancing Lights, Prestidigitation, Mage Hand
    1st: 1/1 Grease, 1/1 Magic Missile, 1/1 True Strike, 3/3 Shocking grasp.
    2nd: 2/2 Scorching Ray, 3/3 Darkvision.
    3rd: 2/2 Haste, 1/1 GMW, 1/1 Lightning Bolt


    Tactical Map

    The +2 is a "GM bonus", meaning it is yet another 'type', so it will indeed stack with enhancement and/or other bonus types.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    Ring bonus is going to wisdom.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    @Roland

    Check the power attack feat, at level eight, the penalty is -3, which adds +9 to damage.

    If there's any reason for you to be removing -5, I apologize for not knowing. :D


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Indeed for some reason I calculated it as if I was level 12... weird... Thanks, it should be -4 penalty, for +12 damage. BUT that's because I have the Reckless Rage, which allow me to use a penalty one higher than the usual WHEN I'm raging, which I failed to recall, since I was not raging because I wanted to leave my new rage power for later. So forgive me father, cause I have sinned...

    It should be 6 damage less, so 18 less on a critical.


    Tactical Map

    You guys still liquefied the devils, but I appreciate the correction :)


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    I can't find it but I read a great campaign journal that described some adventurers trying to navigate and underwater aboleth labyrinth. All but one person managed to make a save against an illusionary wall and hilarity ensued. Imagine people you have been adventuring with now moving in and out of a wall like ghosts. Freaked him out.


    Tactical Map
    Gromff Hammerhand wrote:
    I thought the ring was an untyped bonus.

    Yeah, I admit my magic ring has been confusing. I've tried to streamline it lately but it is still easy to mix up the 'type' of bonuses.

    I wanted the ring to be a sort of "automatic bonus progression" similar to that in the Unchained book. In the UC book its purpose is to replace completely the generic items like +2 swords, +1 resist cloaks, +3 armor so that those slots can be used for more interesting choices. My endeavor was similar but I wanted to take it one step further; I still have generic magic items but your ring would amplify them if they were weapons or armor (hence the "GM bonus" type), but the other ring bonuses (deflection, resist) are there to alleviate the need to always have those go-to generics (like a cloak of resistance). You can expect these bonuses to increase as you level up further.

    The current iteration of the ring is this:

    Magic Ring of Battleborn
    •+1 Resist to saves
    •+1 Deflection to AC
    •+1 Bonus feat (Please identify/tag this feat somehow on your character sheet.)
    •1/day spend a swift action to gain a move action
    •+1 "GM bonus" to wearer's armor. (This bonus stacks with existing enhancement bonuses up to +2, totaling up to a +3 bonus)
    •+1 "GM bonus" to wearer's weapon. (This bonus stacks with existing enhancement bonuses up to +2, totaling up to a +3 bonus)
    •+2 "GM bonus" to any ability score.

    Everyone please take note of this. The protection from evil spell grants deflection and resist bonuses of +2 vs evil, neither of which stack with the ring, so your net bonus from the spell is +1 to your AC and saves.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Roland failing his will save, that alone made it very worth to come here help the slaves :D


    Tactical Map
    Gromff Hammerhand wrote:
    I can't find it but I read a great campaign journal that described some adventurers trying to navigate and underwater aboleth labyrinth. All but one person managed to make a save against an illusionary wall and hilarity ensued. Imagine people you have been adventuring with now moving in and out of a wall like ghosts. Freaked him out.

    I really enjoy reading some campaign journals. When the GM is a good writer they can be almost as enjoyable as being in the game.

    I've always wanted to run an adventure with an aboleth but it hasn't happened yet. I have the AD&D 2e boxed set "Night Below" which is filled with underdark/aboleth goodness, but it has only been a decoration on my gaming shelf for the last 20 years or so, unfortunately.


    Tactical Map

    No biggie this time, but for future reference - readied actions require a bit more specifics than 'cast a spell'. I think you need to cite which spell you plan on casting upon a specific stimulus (in this case, when an enemy comes into view.)

    ---------

    Forgive me folks, I can't get up a post until later tonight. Probably around 7pm PST. I apologize for the delay.


    Tactical Map

    Gromff,
    Can you walk me through your AC ?

    Your character sheet shows:
    +9 armor, +1 Deflection, +1 Trait, +1 Enhancement, +1 ring
    Right now in combat you have +1 dodge (haste) and a net +1 from Prot from Evil because its deflection doesn't stack with your existing +1 deflection.

    What is the "+1 ring" ? The ring provides +1 deflection and +1 armor enhancement which are already mentioned, so the additional +1 ring seems redundant.

    I might be missing a figure (I often do), but by my calculations your AC should be 22, +1 (haste) and +1 more from Prot from evil, for a total of 24. Your recent post shows your AC as 26 vs evil.

    Side note, the first "barbazu" who hit you is an illusioned slave and is not evil, so it actually hit you.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    I fluctuate up and down around what is in the profile assuming it is a base. It should say +2 enchantment instead of ring +1. The armor is already +1 and the ring adds to it. At one point I was sure you allowed deflection bonuses to stack so that plus haste brings me to 26. If not, 25 at least vs evil and 24 vs everything else.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    None of the barbazu attacked though.


    Tactical Map
    Gromff Hammerhand wrote:
    None of the barbazu attacked though.

    Sorry...haha, I was in the middle of my combat post.


    Tactical Map
    Gromff Hammerhand wrote:
    I fluctuate up and down around what is in the profile assuming it is a base. It should say +2 enchantment instead of ring +1. The armor is already +1 and the ring adds to it. At one point I was sure you allowed deflection bonuses to stack so that plus haste brings me to 26. If not, 25 at least vs evil and 24 vs everything else.

    10 (base) +9 (full plate) +2 enhancement (+1 fullplate +1 ring GM bonus-type) +1 deflection (ring) +1 (trait) = 23, +1(haste) +1(Protection from evil) = 25 vs evil.

    You could be right; I might have once said to stack Prot from Evil deflections. I don't recall saying that but I've flubbed here and there for the sake of fun. I supposed for the sake of bookkeeping I should probably have not done that because it makes it confusing about which types stack and which don't.

    From here on out I would prefer to stick with the RAW about types not stacking with the same type. This will mean that the protection from evil will only net a +1 since you guys already all have a +1 deflection bonus.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    @GM

    Boss, I just notice my profile is somewhat outdated (BAB is marking as only +4 there), I'll check it tomorrow, and bring it up to date.


    Tactical Map

    Sorry, just a bit of housekeeping.
    Catcher, you can double check this analysis and tell me if I'm wrong?

    You wrote in a "-3" from power attack, but at your Base Attack of 5 the penalty is -2 to hit, for a +4 (+6 with 2h) damage boost.

    Your Greater Magic Weapon bonus is written in as +3 but at your caster level 8, the bonus is only +2. (+1/4 caster levels)

    Your "intense spells" ability unfortunately does not apply to spells like Magic Weapon, as the spell itself does not deal damage. I'm assuming that is where the +3 for GMW comes from?
    Also, GMW is a transmutation spell, not evocation, which further prevents it from benefiting from "intense spells".


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    Tactical Map

    Just for fun I thought I would throw together a list of all the bad guys you guys have dealt with in the campaign, in alphabetical order:

    -Bandits, bandit leader
    -Barbazus
    -Blood Golem
    -Blue Dragon
    -Char fiend (homebrew fire-throwing devils)
    -giant cave cobras
    -Cultists (dragon cult)
    -Cyclops (greater)
    -dark folk
    -Darnoq, the restless spirit (stats of a Graveknight)
    -devil-baby
    -Dire snow lion
    -Dog
    -Drow (slaves)
    -Erinyes
    -Fachen (advanced)
    -Flesh Golem
    -Forest Drake
    -Frost Giants
    -Colossal Green Dragon (Asariel)
    -Grolmgorg, the hellskin ogre
    -Hamatula (the fat barbed devil lord of the inn)
    -Hellcat
    -Hellhounds
    -Illithid
    -Imps
    -Knights (human, Silvermane cavalry)
    -Kytons
    -Lemures
    -Lizardmen (priest and a rogue)
    -Moon Beast (currently about to engage)
    -Pech
    -Scorpion Imp devil
    -Undead (lesser forms like zombies)
    -Vulnudaemon (greater)
    -White Dragon
    -Wights
    -Yetis

    Maybe more? :) That is an impressive list!!

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1
    Gamemaster Zedth wrote:
    You wrote in a "-3" from power attack, but at your Base Attack of 5 the penalty is -2 to hit, for a +4 (+6 with 2h) damage boost.

    Humm, I don’t know why I though the bonus would raise with HD instead of BAB. You are correct, the penalty should be -2 for +6 damage.

    Gamemaster Zedth wrote:
    Your Greater Magic Weapon bonus is written in as +3 but at your caster level 8, the bonus is only +2. (+1/4 caster levels)

    You once told me the GM bonus from the ring to the weapon would stack with the GMW. That’s why I’m just adding it together. It is: 2 enchantment bonus +1 from GM bonus, which I’ve been shorting as a simple +3 to hit and damage.

    Gamemaster Zedth wrote:

    Your "intense spells" ability unfortunately does not apply to spells like Magic Weapon, as the spell itself does not deal damage. I'm assuming that is where the +3 for GMW comes from?

    Also, GMW is a transmutation spell, not evocation, which further prevents it from benefiting from "intense spells".

    That was a spelling mistake from my part. You’ll see that even tho I’ve added the description, the damage is not factored into the total amount. After I posted it, I went into edit and added the ‘Intense Spell’, it was supposed to be added to the shocking grasp, but only after the edit time ended, that I noticed I’d put on the wrong dice roll, the damage from the attack, instead of the damage from the spell.

    Spell:

    Touch | Shocking Graps: 1d20 + 5 + 4 + 1 + 2 ⇒ (10) + 5 + 4 + 1 + 2 = 22
    Dmg: 5d6 + 2 ⇒ (3, 6, 5, 4, 1) + 2 = 21 favored enemy adds here as well? If yes, it’s a +2 damage.

    The bolded one is the increase from Intense Spells.

    Attack:

    Dmg | Intense Spells: 2d6 + 6 + 3 + 2 + 9 ⇒ (1, 2) + 6 + 3 + 2 + 9 = 23 Breakdown: Str:4+2, GMW:3, PA:9, Fav Enemy: 2

    STR: 4+2 is because of using the weapon with two hands, since currently she has 14+4 Str from the bull’s spell, it gives 6 damage.
    GMW: 3 (2+1{GM bonus}), explained above.
    PA: 9 6 is the correct value.
    Fav Enemy: 2, from ranger.


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    A freaking awesome list of defeated enemies! I think we will qualify to basically any job we try as bodyguard.

    Sory for the absence, mom hit the road jack and don't come back no more no more no more no more so now I'm back to normal schedule.


    Tactical Map

    Catcher, you are correct - the ring bonus does stack with your weapon. I suppose I was thrown off from it being included in the GMW stat, but I understand why you did so.

    Thank you for explaining. I'm not trying to pick on anybody, I'm just wanting to understand the numbers.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    No worries Boss.

    Mid-high level chars is a lot of number to remember, and they often see so much more complicated than we first imagine.


    Tactical Map

    I did miss the +1 sacred in my calculations above, and the slave attacker is not evil, so I was assuming a 24 was a hit. I will edit the HP as you would not have been hit.

    Gromff Hammerhand wrote:
    AC 26 remember.

    AC 10 (base) +9 (full plate) +2 enhancement (+1 fullplate +1 ring GM bonus-type) +1 deflection (ring) +1 (trait) = 23.

    This combat: 23 +1(sacred) +1(haste) +1(Protection from evil) = 26 vs evil.

    I must be missing something. Can you show me how you're getting 27 vs evil?


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    I thought I was at 26 vs evil before the sacred bonus. You're right, I was at 25. Now I am at 26 vs evil and 25 vs everything.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Guys, a head’s up.

    I’ve been having some issues in the place I live for some time now.
    My stuff keep ‘disappearing’ without apparent reason and the landlord isn’t really trying to help me with this.

    I might be moving in the next couple of days, therefore no internet access at home for some days.

    I’ll try to keep you guys updated and post a notice if/when I move out.


    Tactical Map

    I abhor thieves almost more than anything. I hope you get yourself situated in a safer place soon.

    Thanks for the heads-up.


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Holy lord mace! Plant a hidden camera somewhere!


    Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

    Similarly, like my current effects says, my AC is 22 and that first attack missed.

    Current AC = 10 + 1 (dex) + 7 (+1 breastplate) + 1 (ring-armor enhancement) + 1 (ring deflection) + 1 (haste) + 1 (shield) = 22 (23 vs Evil).

    So much record keeping in this game... :/

    And sorry for the troubles Catcher. I hope you haven't lost anything important.


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Tell me about it, I've edited my post about seven times to correct mistakes. I think it looks perfect now. I think.


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    So now that Life Link is in actions I have questions, and I just want to put them into the GM's hands, so any answer will suffice.

    1. Does the Lesser Celestial Totem power apply to the Life Link healing? That would mean something like 3 or 4 extra hit points a round now, since her Oracle CL is not that high, but it might increase in the future, making it kinda strong together.

    2. Does the healing occur before or after the bleed next round?

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