Into the Deepest Darkness (Inactive)

Game Master kamenhero25

A perilous trek through the darkest reaches of Golarion to fight an ancient evil that could be the end of everything.


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Female Drow Warpriestess 6 | HP: 33/33 | AC: 18 | T: 14 | FF: 14 | CMD: 16 | Fort/Ref/Will: +6/+7/+9 | Init: +4 | Perception: +11 | Sense Motive: +12

it occurs to me that i originally designed this character as setting neutral using d20pfsrd, and you might not have noticed that, in Golarion, i technically can't be a mantis zealot while worshiping Nocticula. if that's a problem, i can be a normal warpriest. just let me know.


Universal Buffs: Nothing right now

I noticed that when I was picking characters actually, but it's fine. Despite being written for Achaekek, the archetype doesn't actually give anything that's unique to the Mantis God other than sawtooth saber proficiency (which you're not making use of anyway). It just gives sneak attack, uncanny dodge, and evasion. So I'm fine with you playing it as a more general assassin warpriest.


Female Drow Warpriestess 6 | HP: 33/33 | AC: 18 | T: 14 | FF: 14 | CMD: 16 | Fort/Ref/Will: +6/+7/+9 | Init: +4 | Perception: +11 | Sense Motive: +12

cool. and yeah, most of my buffs are self only, short duration, and can be swift cast. since i have nothing competing for my swift action, i figure the buffs can wait. though if it's apparent that we'll be going straight into a fight, i'll cast ironskin as the gates open.


Universal Buffs: Nothing right now

Alright. Once I hear from Xarann and Melaina, we'll get combat started then. Melaina just had her wisdom teeth out, so her posting may be down for a bit this week, but hopefully she'll get a bit back in to it today or tomorrow.

And on a side note, Ironskin was originally introduced as a duergar spell (not that I'm going to restrict you from casting it).


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

Looking at Xarann and Illiana's sheet. Illiana can give the enshrouding darkness blessing to any front liners as even at only 6 rounds that's still pretty good to have at the start. I would suggest Tlugos or Xarann first, you have to cast it twice for Urf and his mount, otherwise they would just aim for his goblin dog or vice versa.

Depending on what Xarann prepared he may have some or no buffs, some that effect others and some that don't.


It might be more useful for some of you than me; right before we enter the arena, Xarann will cast Shield and raise his AC to 28, so I don't need the extra buff to avoid getting hit, really.


Universal Buffs: Nothing right now

Wait, your AC right now is 23. You'd be 27, not 28. Remember, you don't have your robe and it wouldn't stack with Mage Armor anyway.


That's correct, it's a 27 not a 28 because I lack the robes; however, as agreed upon the robes grant a +1 enhancement bonus to AC, not an armor bonus. If you're ruling they're an armor bonus now, I'd rather like to purchase something else rather than robes that are inferior to my spells.


Male Goblin Emissary Cavalier 6 | HP: 50 | AC: 20 (22 with shield) FF: 15, T: 15 | CMB: +7 | CMD: 21 | Fort: +7 | Reflex: +6 | Will: +3 | Initiative: +4 | Perception: +1 | Sense Motive: +1

Urf and Itchy Butt already as buff as needed! Though if Urf do get shadowy thingy and enemies target Itchy Butt, Urf can just do Mounted Combat to make sure Itchy Butt not get hit so hard; Urf really good at Ride checks!


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

How did you get 28 AC?

I count 2 shield, 4 mage armor, 5 dex, and 3 int for 24..


Universal Buffs: Nothing right now

I said that robes can be enchanted the same way that armor can be. It's functionally identical to bracers of armor, but fills the armor slot instead of filling the arm slot. I did not mean to imply that you could apply the enchantment bonus on your robes to mage armor spells. You can swap them for something else if you want.

His AC is:

10 + 5 Dex + 4 Int + 4 Mage Armor + 4 Shield (the shield spell provides a +4 shield bonus, but has a low duration). So 27 is correct.


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

His int dropped due to the lost of his headband of intelligence +2. Also my mistake on the shield spell, for some reason I was thinking +2 not +4. So that's 26.


Universal Buffs: Nothing right now

Right. I forgot that his Int goes down until he gets that back.


When I asked you about it initially, what I was trying to ask was whether or not I could enchant it as armor, while it possessed a base modifier of +0 to AC. When you enchant armor, the bonus is an enhancement bonus, not an armor bonus, which is what I was hoping to get from the robes. If that's not possible, I'll just take the 1,000 GP I spent on it and add it to my (currently confiscated) funds, if that's alright. I don't see much point in getting robes with a +1 bonus to armor if I have a spell that gives me +4 for like six hours, which is pretty much the entire time we're adventuring anyway.


Universal Buffs: Nothing right now

Ah, that's where things went wrong. Enhancement bonuses never function that way as far as I know. An enhancement bonus is applied to another bonus to make it higher. That why the enchantment bonus on armor is still negated by touch attacks. The enhancement bonus increases the standard armor bonus of clothes (+0) to a +1. But that doesn't mean that it's a floating enhancement that you can apply to any armor bonus. It only applies to the clothes themselves.


Enhancement bonuses "effectively" increase the bonus from an armor or shield, because they are directly connected to that object; they don't apply to Touch AC because that enhancement bonus is connected to the armor, not because it's directly increasing your armor bonus directly. Also, enhancement bonuses do function that way, via the Magic Vestment spell, or at least did when using the spell in 3.5, as your clothing gains an enhancement bonus on top of its +0 Armor bonus. The enhancement bonus is a separate bonus still connected to the armor, therefore is subject to the same limitations as to when it protects you.


Universal Buffs: Nothing right now
PFSRD wrote:
An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor's bonus to AC, they don't apply against touch attacks.

Enhancement bonuses are applied to a specific item, enhancing its overall effectiveness. Some items, like the Belts and Headbands, apply an enhancement bonus directly to your stats, but they're still not a free floating bonus. You cannot apply an enhancement bonus to your armor to a mage armor spell, because it is already tied to the clothing. Magic vestment functions identically to magic weapon in that it allows you to apply a bonus to a non-magic piece of armor or increase the bonus of a weaker piece of armor. And no, you can't cast magic vestment on mage armor, because mage armor is not a suit of armor or clothing. It's a force construct made of magic that applies an armor bonus.

Point being, take your 1000 gp, because you're not going to get to stack those bonuses.


I'll take the cash and save for another AC-boosting item, then. I'll add it to my sheet.


Female Drow Warpriestess 6 | HP: 33/33 | AC: 18 | T: 14 | FF: 14 | CMD: 16 | Fort/Ref/Will: +6/+7/+9 | Init: +4 | Perception: +11 | Sense Motive: +12
Tlugos Ilmeefein wrote:

Looking at Xarann and Illiana's sheet. Illiana can give the enshrouding darkness blessing to any front liners as even at only 6 rounds that's still pretty good to have at the start. I would suggest Tlugos or Xarann first, you have to cast it twice for Urf and his mount, otherwise they would just aim for his goblin dog or vice versa.

Depending on what Xarann prepared he may have some or no buffs, some that effect others and some that don't.

it's 10 rounds, so yeah, i guess that's long enough to throw down just before time is up. and Xarann casts spontaneously, he's a cabalist.


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

Yeah I am not familiar with 3pp at all, I barely claim to be with core. Had to look that up after the post. Also got my numbers mixed up again, 1 round equals 6 seconds not 10 which I was thinking.

Bracers of armor are the only way to gain armor for Tlugos, maxing out at +8 is half plate so not bad.


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

I would suggest block initiative in the future. Having to wait on one PC is never good in pbp combat and making a post before your turn has to take into account a lot of what if's.

Do we have a map or mindscape? In which case, how many feet is between us and our opponents?

Another suggestion would be to put up basic defenses for our enemies. That way any attacks or effects can be resolved or rolled by us as needed rather then having you look up everything.

Sorry for the edits btw. :)


I will second the desire for a map, or at least a more detailed description; depending on the distance my actions will be different. While I understand the desire for block initiative, I honestly don't like it much, as I think it really ends up favoring whichever group moves first, but in general lumping the enemies into a few groups that move together is nice.


Universal Buffs: Nothing right now

I use individual initiative for PCs and block for monsters. These six were specifically built to be a mirror party to you guys, so they all have different stats and skills. I rolled the separately for that.

They're exactly sixty feet away from you on the far side of the arena. I will use maps for fights later, but this is a perfectly flat, round arena and it's really not worth the effort to make a map for the one fight that's going to be here.

I will resolve attacks myself. I would suggest rolling your damage whether you know if you hit or not and I will determine the relevant effects.


Sixty feet, eh? Well, that blows my idea out of the water. By RAW, you can't ready full-round actions... would you allow me to ready an action for Spell Combat? Xarann will use Spell Combat with Bladed Dash once someone moves within 30 feet of him, so that he can actually hit them with it. If not, let me know and I'll come up with something else.


Universal Buffs: Nothing right now

Unless I'm misreading the spell, you get an attack when you use bladed dash all on its own. Using it with spell combat would allow you two hits.


That is correct, which is why I would like to use it with Spell Combat; after all, two is better than one. Normally, you can't ready a full-round action, which is what you need to use Spell Combat, meaning I couldn't execute two attacks with Bladed Dash on a readied action; I could get the one from the spell, but not an additional attack from Spell Combat. IF you'd allow readying Spell Combat to use on the first enemy, I will do that. Otherwise, I'll probably just ready the spell itself and spend a point to enhance my weapon.


Universal Buffs: Nothing right now

Two is better than one, but I think I'm going to stick with the rule as written for now. I might change that later depending, but for now the rule stands.


That's fine, I figured I'd ask. I think the reason for it is because readying an action is a standard action, so you could take other actions on your turn and then get a full-round action? I don't see why readying an action just doesn't cost the type of action you want to ready, but who am I to question the game developers?


Universal Buffs: Nothing right now

That does sort of make sense, though that could lead to some cheesy things like 'I ready a full attack against the first person in reach' when using a character that has a 15 or 20 foot reach. Which makes both the GM's job very hard and screws with the point of the AoO system.


This poor ghoul literally can't touch me. If it weren't for the fact that a natural 20 is an automatic hit, it'd be impossible for him to lay a hand on me.

Also, while this is a very small detail, my damage should be one higher; I used my Arcane Pool to make my weapon a +1 Keen Elven Curveblade, so my damage should be +6 for that calculation, not +5. Just wanted to point that out while I noticed it.


Universal Buffs: Nothing right now

Right. I'll fix that in my notes.


Male Goblin Emissary Cavalier 6 | HP: 50 | AC: 20 (22 with shield) FF: 15, T: 15 | CMB: +7 | CMD: 21 | Fort: +7 | Reflex: +6 | Will: +3 | Initiative: +4 | Perception: +1 | Sense Motive: +1

Urf have to post tomorrow, but Urf need to know if there people in the way for Urf to charge drow with soul-stealing thing (book).


Universal Buffs: Nothing right now

You're more or less in two lines across the room from each other. So you can charge him just fine.


Universal Buffs: Nothing right now

Oh yeah, one thing I forgot to mention. If you know your turn is coming up relatively soon, I encourage you to pre-roll your action. Then I'll resolve things in initiative order. If something happens that prevents it from happening, I'll ask you what you want to do instead.


Male Goblin Emissary Cavalier 6 | HP: 50 | AC: 20 (22 with shield) FF: 15, T: 15 | CMB: +7 | CMD: 21 | Fort: +7 | Reflex: +6 | Will: +3 | Initiative: +4 | Perception: +1 | Sense Motive: +1

Urf getting feeling that Urf made pretty bad move. Urf blame the fact dice hate Urf. Probably not going to make it out of this one.


Tlugos, I don't know if you noticed, but one of your attacks was a critical threat, and I don't think you rolled to confirm? You should have three attacks with Flurry of Blows, so I don't think that last one was a confirmation.

Just figured I'd let you know.


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

That's what I get for posting on my way out.

Now that I look at it, Tlugos is pretty brutal the longer the fight. Aw well fits his character which was sort of the point. X)


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

When you crit you roll using all the same mods and effects, except for precision and weapon enchantment effects. Sense all of Tlugos stuff is natural, I would say the bleed counts off the top of my head. But I am not the DM so I leave it up to him. Not very familiar with the class or mechanic.

P.S. A little surprised that big armed guy has such high AC without armor. Unless he is a monk too with buffs as well.

Edit- Woot another crit chance.


Female Drow Warpriestess 6 | HP: 33/33 | AC: 18 | T: 14 | FF: 14 | CMD: 16 | Fort/Ref/Will: +6/+7/+9 | Init: +4 | Perception: +11 | Sense Motive: +12

yeah, that's why i was unsure. it's not precision damage, but you usually don't double extra dice, right? like you wouldn't double a flaming enchant on a crit. bleed seems like it could go either way. was mostly just curious if there was a rule someone else knew about that i don't.

also, shouldn't it be the gnome, rissi, then xarann. readied actions change your order in the initiative, right?


Universal Buffs: Nothing right now

I always forget that rule. It makes sense, but it's always something I forget. Ugh, I'm really off my game today...

I've added the fixed initiative order to the top of the page and I'll have the gnome go in a moment.

Also, a couple of notes on Tlugos's move:
1) There's no possible way to flank with anyone right now.
2) There are no enemies within 20 feet of you.


Female Drow Warpriestess 6 | HP: 33/33 | AC: 18 | T: 14 | FF: 14 | CMD: 16 | Fort/Ref/Will: +6/+7/+9 | Init: +4 | Perception: +11 | Sense Motive: +12

also, sorry Tlugos, for some reason I thought he missed you. and I didn't think I'd be successful tripping him, but mostly I thought he missed you or I'd have tried.


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

@DM
I think you misunderstood me, my bad. I meant that if the mongrelman gets dropped before my turn comes up that I would use flying kick to move 20 ft. and flurry as normal. But as their is no enemy with in 20 ft. that's kinda a moot point. I guess in that event I will post based on how things are at the time. I was trying to save you some time should the big man go down before Tlugos slaps him again. :)

@Illiana
No worries, just IC stuff, nothing personal. If Tlugos dies I'll just make another PC, no biggie. Anyways your full local style drow, if he knew what that really meant then he would know better then to think he would get any help from the start. ;P


Male Goblin Emissary Cavalier 6 | HP: 50 | AC: 20 (22 with shield) FF: 15, T: 15 | CMB: +7 | CMD: 21 | Fort: +7 | Reflex: +6 | Will: +3 | Initiative: +4 | Perception: +1 | Sense Motive: +1

Urf thought Xaraan just readied, not delayed, so he should go before gnome starey thing.


Female Drow Warpriestess 6 | HP: 33/33 | AC: 18 | T: 14 | FF: 14 | CMD: 16 | Fort/Ref/Will: +6/+7/+9 | Init: +4 | Perception: +11 | Sense Motive: +12

readying changes your initiative to before the triggering action. a delay sets it to wherever you act.


Universal Buffs: Nothing right now

@ Tlugos: I know. I wasn't saying that your action wouldn't work. I was just making sure to tell you that your back-up wasn't really going to work. Unless someone decides to jump in to fight the mongrelman, it's probably not a big deal, but I wanted to make sure you knew that.


Male Hungerseed Tiefling Unchained Monk 6 | HP: 52 | AC:20 (T:19, FF:17) | CMD:28 | Fort: +8 Reflex: +8 Will: +7 | Init: +2 | Perception: +13 | Sense Motive +13

Pretty sure I know the answer but would like to check. Tlugos' bite attack is not an extra attack right? He does not add it to his standard action attacks even if it's primary.

I know with monsters like dragons and such they don't need a full attack to slap you a bunch of times. But not sure with PCs concerning natural attacks.


Universal Buffs: Nothing right now

Yeah, you can't use unarmed strikes and natural attacks in the same move, regardless of where they come from.


Female Drow Warpriestess 6 | HP: 33/33 | AC: 18 | T: 14 | FF: 14 | CMD: 16 | Fort/Ref/Will: +6/+7/+9 | Init: +4 | Perception: +11 | Sense Motive: +12

hmm... so when i was writing it, i assumed Tlugos spoke out of turn to inform us of the drow's conjuration, but when i re-read his post, it seems like he didn't; so if it's a problem, i'll trip the half-orc instead.


Can't you normally use a normal attack and natural attacks at the same time? If I remember correctly, you just treat them as a secondary attack so they're at a -5 penalty. Is there something specifically about unarmed strikes that forbid that? Obviously you can't use your claws or something if you have a weapon in that hand, but is there something else? I don't know that I've ever seen this question come up before, so I'm more curious than anything else.


Universal Buffs: Nothing right now

Talking is a free action, so anyone can say anything about him (or make the checks for more info) at any time. His actual move doesn't happen until his initiative though. So yeah, it makes sense to go for the drow. Oh, and there is still a large hole between the drow and the party, so charging him is kind of not going to work. Your whip's reach does allow you to trip him though.

EDIT: Monk rules explicitly state that you can't mix natural attacks with their unarmed strikes. You have to take the Feral Combat Training feat to mix natural attacks with unarmed strikes and their related feats.

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