Jammin's Takeover Way of the Wicked
Game Master
YanJieming
Map of Talingard
Party Gold / Items
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
I had no idea, although in my mind the line that separates real history from rpg is blurred, so knowledge mix up and in the end you have no idea if that's actual culture or just something someone came up with...
Also it's not one of the gods in Age of Mithology, so, out of my are of expertise... ^_^
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Barnabus can't attack his friend due to my spell and attack one of us. Murderous Command makes their next turn attack their friends.
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
So Kharn doesn't actually take damage
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
The best healer is the one who does not NEED to heal, to begin with ^_^
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Just realised moment of greatness is more limited than i first thought.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Well, that is a spell you use before combat begins... But I agree it is very limited... Kharn makes a very good use of it, tough.
Wow, it does. A level 1 spell makes them lost their turn and attack an ally? Nerf plox. Yeah you take no damage Kharn.
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
Yay the barbarian doesn't take any damage.
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Well they don't really lose their turn. They just spend it hurting their allies :D
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Indeed Murderous Command is wonderful in a couple situations, but so is Command in others. In Command you may issue Approach or Flee to an enemy and make him pass through several allies, taking AoO from all of them, which may simply kill the man on his own turn... Worst of all, we are attacking with our broken bonuses, not the npcs...
So, which one is strongest?
More circumstantial. Murderous command all you need is more than one enemy.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Right now either Goodie or Eryan could use Command Approach on Barnabus (or any of the Toramins)... How harmful would that be?
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Btw, does anyone know why is the chat not working on our map?
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
I dont have command. And because Command is language dependant I cannot use it in combat because of my tongues curse. So murderous command it is because that is only mind affecting.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Indeed what a broken spell... remind me to learn that freaking language next level...
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
So many ninjas making these dwarves confussed lol
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
At 5th level my tongues curse upgrades and i get to pick another language to speak in combat. I think i should pick Celestial.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Obviously we cannot let them go back to town.. It would be nice to convince the rest of them dwarfs to come out and play though..
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Yea. I was thinking get engineering information from them. Perhaps we can later sabotage even more what they were repairing.
We cant let them live.
Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3
We could use our disguises to lure them out?
Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3
Like the pied piper, but instead of children these sweet dwarven goslings.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
We cannot pass for the dwarves because of our size. Disguise self only increases or decreases your size by 1 foot maximum, and I'm way over taller than a dwarf...
Anyway, we're anxious to post and do stuff, so it is getting complicated. Argan will have to have a conversation with all of you...
Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3
Dwarves are medium creatures.
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Meh. Tall dwarves in the dark. Who would be able to tell...
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Goodie Thornmaple wrote: Dwarves are medium creatures. Whose stature reaches a maximum of 4 ft. and 5 inches (3 inches in case of women), while Argan is 6'6". Anyway, that's just the rogue, and if you are smaller you could certainly pass as one...
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
And now I've pictured Kharn with a cloak that reach his waist... Hilarious...
Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3
The joys of magical items is that they always resize.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Nice, I did not know that... But Argan is a little more sad with the discovery...
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
Kahrn is a little bit happier with this discovery.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
you're keeping the cloak and the sword Kharn?
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
Yeah and I'm going to sell the old greataxe.
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Is the trebuchet on the top of the tower or somewhere else?
Is it made of wood?
:D
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
Shouldn't the greatsword only be worth 175? I don't think we will be able to get our 60% deal in this town for selling it.
Oh hell no, you now have a Captain Marvel style cape.
Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1
SHAZAM! Awwww I'm not a big muscly guy with the power of the greek gods.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Kharn the Binder *Cleaned-Up* wrote: Shouldn't the greatsword only be worth 175? I don't think we will be able to get our 60% deal in this town for selling it. My bad, for some reason I was picturing 100 gp for the price of it, as if Cold Iron or something.... The items we're keeping I am considering the 50% price, unless you folks want to consider it 60%...
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
Has no one considered torturing them for the information? I mean really.
What is your guys stance on the nitty gritty stuff? I don't really have a place to draw the line, but I'm aware that most people do. I'm one of those sick twisted bastards that watches the Saw movies and laughs (mostly because they're bad, but you know).
Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3
My only fade to black concerns sexual violence.
Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
I dont care if vague descriptions accompanying dice rolls or whatnot. But we're evil and Eryan thinks they need to give us the information before they die. So however descriptive or not thats what he thinks he needs to do. Im cool with whatever as long as eryan gets a chance to get info the gritty way. He did promise them pain if they didnt tell him what he wanted. You'll notice i didn't roll a bluff.
Yeah, I won't do unnecessary gritty stuff. If it's going to happen, it's going to have a purpose. Besides that, the decision of how this stuff is going to be handled in a completely diplomatic fashion.
I imagine an intimidate check would be most appropriate. However, I'll be honest with you, I'm rather an expert in interrogation techniques. If the others agree post the details of what you're doing, or else PM me. I can levy penalties or bonuses depending on the details.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Argan really doesn't care, Eryan. They need more information, so to accomplish that goal he would not stop it, but would not do it himself, for some reason I'll not tell you ^_^
Personally I have no qualms with violent stuff (nor even sexual), unless my character is the one being tortured, since in that case I would get angry and would not want to discharge it on my family.
Anyway, I do believe the mechanics on torture and interrogation are almost non-existent, in comparison to real life, so do whatever you want.
But yeah, I like Saw movies very much, but not because of the violence. I think it's an impressive history with an amazing character development represented by John, although I doubt Hoffman could have that behavior in real life.
Nowhere in these books does anything too terrible happen to the PC's. Worst case scenario the Mitran's would lock you in a cell for a while then give you a swift execution.
Oh please, only the first 3 Saw movies were any good. But don't get me started, I'll rant on about Saw for hours.
Yes, I think intimidate would be most appropriate. Pathfinder doesn't have rules because they don't want to deal with the controversy of it, but I believe this group mature enough to handle it. At the very least via PM.
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Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4
I'll threaten to cut off their beards. That should have them talking.
Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
Definitely a +20 bonus for that!
Eryan Duskwalker wrote: I'll threaten to cut off their beards. That should have them talking. O.O
You ARE evil.
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
I have no issues with torture, obscene violence, or sexual stuffs.. Imo if you pulled out a hot poker and started for an eye you should get heavy pluses to intimidate..
+1 on the beard cutting.. They would rather die lol..
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