
GM IronDesk |

Ah right, I mislabelled it as campaign instead of regional. My bad, carry on, nothing to see here. :>

GM IronDesk |

Cool, yes everything looked good. You will get a chance to spend some of that money you saved before things get hairy too.

Kee-rik |

Also, Kee-rik, I know crocodiles are scary for little frogs, but please post your turn by end of day so I don't have to bot you. :>
I've been solidly busy from about 8 a.m. today to about 8:30 p.m. today, so I had no time to reply.
What you chose is pretty much what Kee-rik would have done, anyway.

GM IronDesk |

Ah good to hear from you! I'm getting paranoid about posting gaps these days :>
Sorry, I'll be more patient next time.

GM Niles |

Hey guys, I've been asked to step on over here and introduce myself. I'll be playing a blink dog ally named Hrungir
Here is the making of his character sheet.
I don't have a 1st level feat or traits chosen yet but would be looking for something that aids in Hrungir's role of being a spellcasting skirmisher.
@GM I know magic Fang isn't on the Sorceror list, but is there another way that Hrungir can attack creatures that are immune to normal damage?

GM IronDesk |

Hey Niles - excited to be gaming with you again!
Might be a little while before Kee-risk and Dolph make contact with the blink dog prisoners ( see how optimistic I'm being that they won't all get eaten be crocodiles :). ). In the meantime keep an eye on the gameplay and take the time to finish up your profile. I'll pm you with some more ideas around equipment and so forth.

GM Niles |

Arcane Strike! Perfect!
Also, the Dimensional Agility line of feats is gonna be important. I think *maybe* arcane strike could wait until 3rd level (Bonus Feat for Sorceror)
Ok, so for a Sorceror who's gonna be a skirmishing attacker....I think Mage Armor is a necessity. What would another good 1st level spell be? True Strike? Magic Missile?
For Traits, I'm looking at either
Bogwalker or Citizen of the Valley (Wilds)
and then I'm kinda stumped. There are so many traits and I'm looking at one that either
a) shows something of Hrungir's honorable side
b) shows something of Hrungir's mysticism

Kee-rik |

I'd suggest something ranged, since a blink dog probably can't use projectile weapons, so magic missile or color spray or burning hands ... wait, no hands? How are somatic components handled? Still Spell? Would it be burning paws? Or burning mouth? [Cool! A breath weapon!]

GM IronDesk |

Alrighty, a few points of business:
* Christmas is upon us! I will be home and checking the forums through the holidays, but I certainly don't expect you guys to. For anyone who is away for a few days - Happy Holidays! If you are going to be offline for longer than say, the 27th, please let us know.
*Dolph and Kee-Rik and Niles, you want to take over some or all of the Woodys...erm, I mean the mercs for the Stirge fight?
* Niles, how's Hrungir coming along? I'm ready to insert him as soon as Kee and Dolph move up from the tower basement.
* Kennen, can you please insert a statline below your profile pick? Makes it way easier for me to have quick reference stats there than having to flip back over to your profile each time. The below format works well if you want to just copy and paste it into the "race" field of Kennen's profile:
Gender Race |Class(archetype) lvl| HP | AC (T/FF) |CMB +; CMD | Saves Fort +, Ref +, Will + | Initiative +, Perception +, Sense motive +, Bluff +, Diplomacy +
*Lastly, regarding constant effects like Kennen's spirit sensing stance and Warden, live in comfort etc, I guarantee I will forget these.. just remind me when they become relevant.

GM IronDesk |
1 person marked this as a favorite. |

Okay, lets get this show back on the road....
Dolph, you can take control over the mercs Wood and Dee. Kee-rik you get Harol and D'Son
I'll give the Warden unti tomorrow to post before botting him. I'll also post full stat blocks for the mercs at that time.

GM IronDesk |

Cool. Hope everybody had a great holiday!

GM IronDesk |

doh! Darned cut and paste! Yes Harrol was to have power attack and cleave, and as the nominal leader of the band had a mstwk sword as well. Changes made.
Dolph - controlling Wood and Dee
Kee- controlling Harrol and D'Son
For future reference, breaking a grapple is a standard action. So, D'Son could not have broken the grapple and attacked the stirge in the same turn.
Hrungir - yes those penalties you are currently under ate cripplingly steep, but never fear, your rescuers are almost here!
Happy new year everyone!

Rodolpho Santiwale |

Check my post again, DM. I only had D'Son take the action of breaking the grapple.
I posted four actions, one for each of the mercs, since I wasn't sure which ones I was running.

GM IronDesk |
1 person marked this as a favorite. |

I know. But Kee posted above you Dson s actions- both breaking the grapple and attacking in the same round. Hence the point of clarification

Distant Scholar |

For future reference, breaking a grapple is a standard action. So, D'Son could not have broken the grapple and attacked the stirge in the same turn.
Huh. I specifically looked up grapple, since I'm not very familiar with it, and it seemed to say otherwise. Let me take another look.
...
I think I was fooled by the "If you escape the grapple, you can act normally" line.

GM IronDesk |

The Encounter Map has been updated to show the tower yard now.

Hrungir the Destined |

Hey guys,
I do most (90%) of my posting from work and now the paizo.com site is being blocked. This means that I'll only be able to post from my phone or from home. Because of this, I'm going to withdraw from some of my games and focus on just a few of my longer running ones. So, I'll be withdrawing from this game. I apologize and I wish I could have gamed with you for longer.
Niles

GM IronDesk |

Nothing for your friendly neighborhood GM to post here.... both plots are entirely dependant on player actions to move things forward at this point.
I mean, I can push things forward ( GMPCing the mercs, crocodile rebellion,or a few less pleasant means), but I'd rather not...

Hrungir the Destined |

Hey, so I spoke with my IT guy and he unblocked paizo.com. Or rather, he just added it to the list of acceptable sites for administrators. I'm back to gaming...
Unfortunately this morning I injured myself in the gym so I've been in agony all day. I'm able to continue in the game if you guys will still have me.

GM IronDesk |

yay!
On a side note I'd just like to say how jealous I am of people who can post from work :/

The Stone Warden |
1 person marked this as a favorite. |

I've got a confession to make:
Every time I post, I post from work.
I am a stay at home father, fantasy author, and game designer... which means I spend waaaay too much time at home at my PC.

GM IronDesk |

Nope. In truth I missed the part where you said to block line of sight to the archer ( I assume that means Morgtii), but to get to that point means you're not taking the most direct path to the closest hobgoblin, hence no charge. And. if you had moved to a point that you threatened both hobgoblins, I would have had both of them just 5' step to flank you and attack rather than have one of them charge Morgtii.
In most cases I'd say sure, go ahead and take the AoO, but in this case it would mean retconning the hobgoblins actions, morgtii's bow shot, Raidh's movement and Dolph's turn, I'm gonna stick with no.
I'd encourage everyone to move their own tokens on the maps to avoid this kind of confusionn the future

GM IronDesk |

Yeah, I just added the red line in now to help illustrate the movement.

The Stone Warden |

Im currently dealing with a family crisis. I should be back online soon.
-Posted with Wayfinder

GM IronDesk |

There's a lot of moving parts with the current encounter and the cover rules - if anyone's got any questions, please ask.
Goblins behind the palisade can get improved cover (+8 to AC) by firing as a stnd action, kneeling down as a free action, then standing as a move action next turn. Morgtii and Dolph can achieve the same thing from the battlements of the tower.
The goblins in the yard can get cover from the various stuff there but the elevates firing position from the tower roof cuts this in half (+2 AC instead of +4)
The Warden has been spotted, but still gets cover (+4 AC) from the trees, because of that he could choose to attempt another stealth check.

GM IronDesk |

For anyone trying to open the palisade gate or tower doors by force, they are hardness 5, 20 HP, break DC 23

Kennen Heartwell |

Go to Play-by-Post at the top. Click Focus and Show Hidden (circle with a line through it) and do a search. You'll have to use ctrl-find. Focus shows you things you have viewed previously and show hidden is self explanatory. You'll have to unhide the thread. There should be a circle with a line through it next to the gameplay thread. You can't use the search bar because that won't have the button to unhide it. Ctrl-Find and search through the pages manually. Good luck.

Kennen Heartwell |

Now that Hrungir is back and the fight is over, I'd like say that I have some reservation about a Blink Dog PC. Seems very unfair. Just to point some things out.
Ability Scores: You receive +4, +4, +2, +2, +0, and –2 to your ability scores, placed as you see fit
HP: Creatures whose 1st HD come from racial HD do not receive Max HP, so you'd receive 18 + (half+1 class HD)+ (con bonus x4)
Fort+3, Ref+3, Will+1, BAB+3
Permanent Blink
At Will 400ft teleportation as a swift action.
Full Caster
Scent
I don't know if the character sheet is right but you currently have a full BAB, one extra HD over us, better saves, 50% miss chance all the time, essentially permanent ghost touch, swift action teleportation, and full casting. AC is the only thing low but spells can fix that too.