Jammin's Takeover Way of the Wicked

Game Master YanJieming

Map of Talingard
Party Gold / Items


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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

Don't you have any knowledge to know what this is folks?

I believe it's an ice construct but...


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 have history planes and religion. Don't think I could be of use there.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

If it is a construct thats know arcana and that would have been Goodie's forte..

Now there is a plus side though, if it is a construct it isnt immune to crits and sneak damage.. So why dont you hit the thing this time..


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

Oh yes, I'm trying to miss it on purpose, of course... We're not f@$%ed enough in a keep with a hundred soldiers over us, we could as well do it without the Barbarian, I would think...


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Omen i just realized one of my traits is specific to a deity so im gonna change it.. Ive never used it..

Im gonna take..

This

Choosing Know Planes and adding the bonus to religion and planes..


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 actually meant G5, to flank them.

Anyway, if I had my Ion Torch out we could use the deeper darkness, couldn't we?


To counter deeper darkness you need a spell of appropriate caster level.


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, if I had my Ioun Torch out, or even a simple torch, 20 feet around me would be considered normal light. Applying deeper darkness to this area, we would have regular darkness, not supernatural darkness, or do I miss something here?


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 can do something else if you guys want.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

To counter it you need Daylight, however I believe you can raise the darkness steps by adding lower level light.. Not 100% on that..

Edit: Ok after looking into it only if we have a daylight spell could we keep it from going into supernatural darkness.. TBH with the 1st round crit i think we might have this in hand so i would advise against the deeper darkness, now if you can do reggie darkness that would be ok, if not i would do something else unless things get drastic..


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

A torch, for instance, has nothing to do with magic. If it determines that around it we have normal light, the condition drops to darkness, not supernatural.

I know you had a long discussion about this on Geofrey's finest, but my argument is pretty simple and you're really overacting on the deeper darkness. Should not be this complicated, specially because you will usually only have normal light conditions in rare occasions, most of which include torches or continual flame spells.

I've played the Darkest Vengeance PFS module and the GM ruled that Deeper Darkness would neutralize torches and Light spells, resulting in a freaking NON-SENSE combat where everyone but the enemy was blinded, and he ended up softening that rule cause otherwise we would all be dead. How are you gonna freaking counter deeper darkness when you're level 1?


Read up.

I've put quite a bit of time into understanding magical lighting.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Yea so deeper darkness would be a nono atm..


So yes Argan, that DM was right. It makes perfect sense. And the way to counter deeper darkness at level 1 is to leave. If something is casting something that powerful they should be way out of your league anyways.


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
FAQ wrote:
In such an area, it automatically defaults to the ambient natural light level (the light level from natural sources, such as the sun, moon, and stars—not torches, campfires, light spells, and so on), and then reduces it one step.

I see. That's pretty easy to understand, and I swiftly disagree with the way it works, but my Tiefling who's now very very BROKEN will greatly take advantage of that.


I'm not sure what you're quoting, but I know it's not deeper darkness. And I don't understand how that makes any race without tremorsense or other non-visual senses broken.


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
DM Omen wrote:
So yes Argan, that DM was right. It makes perfect sense. And the way to counter deeper darkness at level 1 is to leave. If something is casting something that powerful they should be way out of your league anyways.

Oh, well, tell that to the game developers...

Anyway, I believe Eryan's suggestion would be an awesome strategy to our group. We attack, he darkness it out, so the enemies would get confused (they would probably attack instead of prepare or hold their actions, since they would not think the darkness would soon be dismissed), but we would not get lost because we've planned the strategy before. Eryan cancel the darkness, we strike. They lose a round. Awesome idea Eryan.


If we ran up to a level 5+ caster as a level 1 party I would THANK my DM for using deeper darkness instead of, say, fireball?


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'm quoting the regular darkness spell FAQ.

It becomes broken because at least 50% of the world do not have darkvision, meaning that even the simple darkness spell-like ability would counter torches, sunrods, light cantrips and bonfires, making me basically very powerful whenever the sun is not high over my head.

For instance, I could have taken the Stag Lord Fort alone, using a tiefling at night.


Yeah, and screw over the majority of your party most likely. It's also usable once. And it's a pretty overpowered race just like aasimars and fetchlings.


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

Pretty and the Owlbear would have made fun of the Fort.

Anyway, can we use Eryan's strategy?


Yowza, Havelyn hurts.


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

Aye he's freaking broken ^_^

Thanks god I did not provoke the bastard.


Not really. He doesn't use a single thing that's not in the core rule book.


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

The CMD is strong with this one.


Yeah, Argan would have made it if not for the -5 penalty for trying to move through an enemy's square instead of just a threatened area. On the bright side, how many paladins have combat reflexes?


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

Probably only this one lol


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 same amount of us who have enough hp to try it... That was a move action, if instead of attacking I try that again, would he be able to stop me (even if unable to make any more AoO)?


Hmm, I see no reason why you couldn't try again in normal circumstances. And unless he does have combat reflexes he wouldn't get an AoO (although there is still a chance to fail the check). However...

Argan Midnight wrote:
If he managed to get on the other side, he prepares for the right moment to strike again at Havelyn. (Otherwise he just strikes)

Your post stated that you would attack regardless if you succeeded on your acrobatics or not, and on top of I have already revealed to you the result of your attack. So in this case since you already had decided on a course of action given a failed acrobatics check and it has already played out, I'm going to say no for this round. No reason why you couldn't in the future though.


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

Now if Vlad moves up to Kharns old place the paladin will have a hard choice. Either LoH or smite Vlad.


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 you have revealed the result of the attack. If it's not a problem, I'll take a 5-foot-step west, and I'm off to bed.

Good luck folks. We will need it.


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

He's already smited you, has he not?


High leveled paladins have multiple smites per day.

You can probably assume he's above your level ;)


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

Vlad at his level has 2 smites per day. I'm thinking that this good paladin is at least high enough level to also have 2 smites per day. If Vlad moves into the spot Kharn once stood the the paladin can either provoke 2 AoOs getting to Kharn and LoH, Smite Vlad and not LoH, or LoH and not smite Vlad.

EDIT: Man not only a level 15 evil dm and level 5 good dm, but he's also a level 20 ninja to boot ;)


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Nothing like fighting at least an 8th level paladin at 4th level..


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've awaken and the man is not dead yet.

Are you trying to get fired, my minions?


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Minions.. Hah!

You should remember saying that when your dominated!

Perhaps my 29 damage has killed him..


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

Minion.. bah. Say that again when I become a Lich.
I'll make you my bich.


Vlad, I am aware that his deflection bonus from smite is not applying to you.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

So a 27 misses outright? Jesus..

Doing the quick math this is at least a CR 3+ over our rating, which by all rights shouldnt be winnable.. Hope our rolls go really well..

Looking on the bright side, should we win this that'll be a nice armor upgrade for me lol..


Yeah, his armor is clearly pretty badass.


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

Quit complaining minions, or all will fire you all!

Well, on the first dungeon (the test) we fought the witch hunter and he had cleave, but Yodler used it even when the second target was not adjacent to the first (me and someone were flanking him) but we didn't realize that at the time, and I almost got killed!


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Praying that Kharn and Argan can finish him off.. Perhaps I should have withdrawed and healed..

Also Omen its unclear to me if the 27 hit or missed.. If i missed i prob would have withdrawed, but you sounded like it hit on that last post..


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

Retreat? HELL! If we stop attacking, THEN we will die...


I almost made that mistake with great cleave in Geoffrey's Finest with a behir, but have learned better since.

I stated that his shield caught the blow, sorry if that wasn't clear.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Ok so i didnt hit him then? Just say damage or no damage and my choice will be alot easier..

Sorry if i seem retarded, but a shield catching a blow sounds like i missed, but the last statement you say he straightens from the near fatal blow.. That sounds like i hit him and almost killed him..

Alot depends on it Argan drops his man too..

Sorry for being sketchy here this is a tough fight and i dont wanna die by making a poor decision..


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

Poor decisions? You mean the thing we're doing since we got to this town?


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Its not all been poor decisions.. We did alot of things right i mean we made it hear without the entire place being locked down.. There were some mistakes, but i think overall we did ok.. The group as a whole is just to impatient to draw it out for a month though..


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

Of course we did! I'm just joking! We're awesome (if we survive...)

Don't worry dude, the guy has got to miss once in a while...


A blow can be near-fatal even if it doesn't hurt you. If somebody buries a greataxe into the wall less than an inch from your head, that was nearly fatal.

So yes, you missed. I'll make that more clear in the future.

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