Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I think it might help if you cut down the filesize of the images for web publishing. Adobe PS has that function.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Aye, for me, the size of the map files makes them difficult to navigate.

Also, 1 foot squares rather than 5 foot ones creates a lot of clutter.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
Hamza Mīnakshi wrote:
How do the mythic path abilities that grant an action attack, like Surprise Strike or Sudden Attack, work with the action economy rules? Do I get an extra standard action, or do I just make an extra normal attack? Depending on your answer will affect my turn, as if I can take an extra standard action, that means I can use another maneuver.

I believe we can use either normal actions or action economy, if that helps.


Cae Leonidas wrote:
Hamza Mīnakshi wrote:
How do the mythic path abilities that grant an action attack, like Surprise Strike or Sudden Attack, work with the action economy rules? Do I get an extra standard action, or do I just make an extra normal attack? Depending on your answer will affect my turn, as if I can take an extra standard action, that means I can use another maneuver.
I believe we can use either normal actions or action economy, if that helps.

That is true. Otherwise the conversion I think would be just another AP. I think an attack is 1 AP. Just look up whatever the action it is granting is in this https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchaine d-action-economy/ and give yourself that many additional action points.


Can anyone polymorph into or summon a rust monster(s), or find some way to do so (would allow a bit of re-training if that's whats needed to make it work)?

That would be extremely useful in this combat.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Well, no Rust Monsters, but I CAN do what I just did.
Sable, I know I've said it twice in the post, but there's a lot going on, so I'mma re-iterate this part, since it's the crux of my plan:

I'm overlapping the Fascinate attempts. I'm NOT trying to get them to stack, but I AM replacing the least-effective Fascinate attempt each time.
The first Harmony will be 2 Fascinates.
The second Harmony will be 1 Fascinate, replacing the least effective one.
The third, same deal.
The fourth will replace the least effective fascinate with a Bardic Inspire.

I know that doesn't immediately make sense, but if you have any questions, shoot.


Tyren Lourofesh wrote:

Well, no Rust Monsters, but I CAN do what I just did.

Sable, I know I've said it twice in the post, but there's a lot going on, so I'mma re-iterate this part, since it's the crux of my plan:

I'm overlapping the Fascinate attempts. I'm NOT trying to get them to stack, but I AM replacing the least-effective Fascinate attempt each time.
The first Harmony will be 2 Fascinates.
The second Harmony will be 1 Fascinate, replacing the least effective one.
The third, same deal.
The fourth will replace the least effective fascinate with a Bardic Inspire.

I know that doesn't immediately make sense, but if you have any questions, shoot.

I'm updating my response now that I read your post -- I replied to the Knowledge check -- you may find something useful there. However, I think Hamza hasn't finished, and we need to wait before I make a bunch of rolls (if he kills one of the droids, then there's no reason to make rolls for Fascinate on them).

Otherwise, any subsequent actions need to wait until Hamza finishes his turn.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

What is the big wasp on the map?


Cae Leonidas wrote:
What is the big wasp on the map?

That's one of the 3 droids. One is a scorpion. One is a six-legged insect/crustacean thing called a Hexapede. The last is the wasp.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Understood, understood--There is a lot of good information in there. Of course, I think it's fair to say that sharing the relevant bits'd take a standard action on SADIE's part.


Tyren Lourofesh wrote:
Understood, understood--There is a lot of good information in there. Of course, I think it's fair to say that sharing the relevant bits'd take a standard action on SADIE's part.

Droid Info:

The main thing is the AIs are attuned to their former masters. Clearly, the wraith did something to get control over them, and has abilities derived from Stoneburner bio technology. However, Kchac'Thraa is NOT a Stoneburner, but merely a representative of a member of one of their client races. The humans who built the AIs also intended for the robots to at some point turn on their Stoneburner allies after they had used this external alliance to conquer the Milkyway. There may be a way to convince the AIs to ally with humans over the Stoneburner forces if you can somehow convince them that this double-cross is now going into effect.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

My plan:
Oh, no need to worry--I saw the cutthroat tactics of the void-corp and have been thinking on how to exploit that avenue. I think I have the right phrasing, but we'll just have to see!


Anyone else on the rust monster idea? I was going to see if maybe Taalik can do that, but I was going to offer up the tactic a group member first.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

I looked over the summon monster lists, to see if my familiar could help. Rust monster isn't on either list.

I will post later tonight. Busy day running errands with my mom, including a big shopping trip later this afternoon.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Worst case scenario...Anyone got Dispel Magic? Maybe an AMF? Those're animated objects, after all.

Oh! Or Sunder. Anyone here Sunder well?


Hamza Mīnakshi wrote:

I looked over the summon monster lists, to see if my familiar could help. Rust monster isn't on either list.

I will post later tonight. Busy day running errands with my mom, including a big shopping trip later this afternoon.

Since you still haven't killed the wasp, did you want to amend your actions any before I move on to Tyren?


Tyren Lourofesh wrote:

Worst case scenario...Anyone got Dispel Magic? Maybe an AMF? Those're animated objects, after all.

Oh! Or Sunder. Anyone here Sunder well?

I think any additional actions from Hamza will be further attacks on the wasp. For now, tell me what I need to roll for Fascinate again, or any other effects I need to apply from your turn to the enemies.


Cae Leonidas wrote:
What is the big wasp on the map?

Cae, it's your turn before I go with the villains. Please do any actions for Raxus and the lizard as well.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
Since you still haven't killed the wasp, did you want to amend your actions any before I move on to Tyren?

I still have two actions, or attacks left.

Incidentally, this is exactly why I asked for the basic stats for our foes.

I posted my attacks around 10pm last night, and you replied that I hadn't killed the wasp around 9 or so this morning. 11 hours later. It's now 1:30pm and I have to go grocery shopping, as we weren't able to yesterday(my grandmother's doctor's appointment ran late). Meaning I probably won't post till close to 5 or even 6 tonight. Almost 24hrs later.

You want to keep this battle moving, but won't fully accommodate us. Even just giving us the AC, defenses(so we can probably calculate damage) and the full total wounds/vigor would be incredibly helpful, as I could have continued my attack routine.

Also, this is being posted from my phone, hence why I can post this, but not my attacks(formatting from a phone is *Hell*)


Hamza Mīnakshi wrote:
Sebecloki wrote:
Since you still haven't killed the wasp, did you want to amend your actions any before I move on to Tyren?

I still have two actions, or attacks left.

Incidentally, this is exactly why I asked for the basic stats for our foes.

I posted my attacks around 10pm last night, and you replied that I hadn't killed the wasp around 9 or so this morning. 11 hours later. It's now 1:30pm and I have to go grocery shopping, as we weren't able to yesterday(my grandmother's doctor's appointment ran late). Meaning I probably won't post till close to 5 or even 6 tonight. Almost 24hrs later.

You want to keep this battle moving, but won't fully accommodate us. Even just giving us the AC, defenses(so we can probably calculate damage) and the full total wounds/vigor would be incredibly helpful, as I could have continued my attack routine.

Also, this is being posted from my phone, hence why I can post this, but not my attacks(formatting from a phone is *Hell*)

I already gave you a post with the AC and Saves above, which is what I had finished.

I was still deciding on health totals -- I don't create up stat blocks all at once, and I can't keep up with creating fully-developed stat blocks for every creature for several games, it's just not possible.

You can assume the droids have at least 1,000 health for the purposes of your attacks. They are not going to die in a single round or from one attack like a lot of the other foes have in this campaign.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Hey Seb, I know you told Tenro that this game was suffering from recruitment fatigue currently, but I was wondering if you make a compromise:

Could he play my familiar?

I ask for a few reasons,

1) I will forever forget to make proper use of it. I've never been super good at remember my familiar/companion(unless it was an important aspect of the overall character concept) but I got the familiar due a class feature that I couldn't trade away, so I would like to make use of it.

2) Tenro is a great player, and a long time forum buddy of mine, and I think he'll help spark the game some.

3) He's pretty hyped to play in your games in general, so if we could get him another that would be really awesome.


1 person marked this as a favorite.

I'm okay with it as long as he's built the same as everyone else and makes his own avatar (both of which are assumptions).

I'd like to basically have the same group playing in every game.


M Humanborn

For the imperial foo which gets casting as a sorceror 10th level, can I just do that as spheres casting?


If the sphere casting class is somehow mechanically or thematically similar to a sorcerer. It does specify sorcerer, not any spellcaster, so I think there should be some logic to the substitution.


M Humanborn

makes sense. itll be spontaneous casting and CHA based


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Hey Seb, are we supposed to have gestalted mythic paths for this game? I know some of your others one do, but I only have Trickster for Hamza, I think.


Not yet, maybe later


Wait, does Fascinate even work on robots? I would think they might have some kind of immunity to mind-based spells.


Update: "•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)."

Tyren, do you have some way to get around that?

Also, I didn't realize they are especially vulnerable to crits -- I need to update my post slightly in the morning and the robots are staggered.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

I'm so glad you asked, because I was afraid my terribad DCs were going to render this point moot!
COnstructs are the ONLY things my Fascinates work on, thanks to being a Clockspeaker!


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Rokan, are you remembering the +2 from Cae?


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Couple of things:

Sebecloki wrote:


First, are you calculating Crit damage as well? I know at least a few were natural 20s.

For radiation damage, these are the mechanics: you suffer from the 'Severe' category.

Are the arc rifles hitting normal AC or touch AC? I didn't see anything in their rules about which AC they target.

Secondly, you need to roll to confirm the 4 crits vs Rokan, unless you wanna take the rolls immediately after. If that's the case, none of them hit his AC, and are thus not critical hits.

Tyren, are we still benefiting from your Inspiration? If so, that's an additional +8 to Rokan's saves.

Finally, if Rokan still fails his save vs radiation, he might wanna use his denied power to completely negate the poisoning.


I'm pasting the description of the weapon. It is a medium Animate object.

DESCRIPTION

Arc Rifle
Price 20,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 elec.; Dmg (S) 1d10 elec.; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.

DESCRIPTION

An arc rifle is a larger, more powerful version of an arc pistol, and functions as such except for the differences listed here.

CONSTRUCTION

Craft DC 27; Cost 10,000 gp; Craft Technological Arms and Armor, military lab

Medium Animated ObjectCR 3

XP 800
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)
Wounds 2; Vitality 50
Fort +1, Ref +1, Will -4
Defensive Abilities hardness 5; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +5 (1d6+3)

STATISTICS

Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +3; CMB +5; CMD 15
SQ 2 construction points

SPECIAL ABILITIES

Construction Points
Medium animated objects have 2 construction points.

ECOLOGY

Environment any
Organization solitary, pair, or group (3-12)
Treasure Value none


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

I assumed the special quality "touch" meant vs. touch AC (though I agree it's not 100% clear that's what it means).

Thank you for reminding me about denied. Somehow I got it in my head it was only for attack rolls, not saves.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Rokan the Ascetic wrote:

I assumed the special quality "touch" meant vs. touch AC (though I agree it's not 100% clear that's what it means).

Thank you for reminding me about denied. Somehow I got it in my head it was only for attack rolls, not saves.

As Tyren pointed out above, you have a +2 bonus to Fort saves from Cae, and a possible +8 to all saves from Tyren.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

nope, I missed that, thanks (easy to miss a post here). Saved the Denied, for now.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

posted. a bit more of a defensive turn, but now he can get around easily avoiding a lot of targeting and unloading energy attacks.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|
Hamza Mīnakshi wrote:
Rokan the Ascetic wrote:

I assumed the special quality "touch" meant vs. touch AC (though I agree it's not 100% clear that's what it means).

Thank you for reminding me about denied. Somehow I got it in my head it was only for attack rolls, not saves.

As Tyren pointed out above, you have a +2 bonus to Fort saves from Cae, and a possible +8 to all saves from Tyren.

The +8 is, indeed, still in effect.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Tyren Lourofesh wrote:
Hamza Mīnakshi wrote:

As Tyren pointed out above, you have a +2 bonus to Fort saves from Cae, and a possible +8 to all saves from Tyren.

The +8 is, indeed, still in effect.

As this rather important:

We all have +10 to Fort saves and +8 to Ref and Will saves.

Also, while it won't matter too much, we have +4 temporary hit points I believe per round from Cae?

I would assume that those go to Wounds, right Seb?


temporary hitpoints are temporary vitality/vigor points. I'm going back through my house rules stuff, I'll repost my files soon.


Rokan the Ascetic wrote:
posted. a bit more of a defensive turn, but now he can get around easily avoiding a lot of targeting and unloading energy attacks.

You can't edit the map b/c I turned that feature off; people are messing up the layers whenever they move anything, so I'm taking over all map duties. It's taking me 1/2 an hour to fix it every time someone moves, so I just need to do it myself for now. I will update the map with the effect.

Anyone else who sees something that needs to be changed, let me know and I will update.


I think we're just waiting on Jimbli -- then I'll post Itko and Co.'s actions and we'll move on to Round 3.


Tyren Lourofesh wrote:
Hamza Mīnakshi wrote:
Rokan the Ascetic wrote:

I assumed the special quality "touch" meant vs. touch AC (though I agree it's not 100% clear that's what it means).

Thank you for reminding me about denied. Somehow I got it in my head it was only for attack rolls, not saves.

As Tyren pointed out above, you have a +2 bonus to Fort saves from Cae, and a possible +8 to all saves from Tyren.

The +8 is, indeed, still in effect.

I think your companions might have some AOO to use on the droids or myceloids; why don't you sort that out for this round before we continue.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

The only reason I hesitate is because I want to be absolutely certain: Did the Myceloids happen to move into/out of 60 ft. of SADIE, the one next to Tyren? If so, then yes, I can definitely take some AoOs.

As for Le-Xan, if he has any AoOs left(I think he should still have 12, if the group of players given were the only ones impacted by the missile), I'm going to save them for providing additional saves and AC.


Tyren Lourofesh wrote:

The only reason I hesitate is because I want to be absolutely certain: Did the Myceloids happen to move into/out of 60 ft. of SADIE, the one next to Tyren? If so, then yes, I can definitely take some AoOs.

As for Le-Xan, if he has any AoOs left(I think he should still have 12, if the group of players given were the only ones impacted by the missile), I'm going to save them for providing additional saves and AC.

60ft in a circle, with SADIE at the center, or 60ft from SADIE in all directions? (in other words, 30ft. or 60?)


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

The radius should be 60ft.--A reach of 50 feet naturally, 10 feet with the Guardian package.


ok, then all the myceloids are within range. Only 14 on this side of the chamber are still kicking.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)
Sebecloki wrote:
Rokan the Ascetic wrote:
posted. a bit more of a defensive turn, but now he can get around easily avoiding a lot of targeting and unloading energy attacks.

You can't edit the map b/c I turned that feature off; people are messing up the layers whenever they move anything, so I'm taking over all map duties. It's taking me 1/2 an hour to fix it every time someone moves, so I just need to do it myself for now. I will update the map with the effect.

Anyone else who sees something that needs to be changed, let me know and I will update.

This is fair, let me know if my description of the energy cone and it’s placement isn’t clear. I’ve also listed the reflex safe the myceloids can make for half damage.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

My goodness! Well, I hope they like never escaping, because they're certainly not going to!


Hamza Mīnakshi wrote:
Tyren Lourofesh wrote:
Hamza Mīnakshi wrote:

As Tyren pointed out above, you have a +2 bonus to Fort saves from Cae, and a possible +8 to all saves from Tyren.

The +8 is, indeed, still in effect.

As this rather important:

We all have +10 to Fort saves and +8 to Ref and Will saves.

Also, while it won't matter too much, we have +4 temporary hit points I believe per round from Cae?

I would assume that those go to Wounds, right Seb?

That link about delay action reads to me like you can reduce your initiative, not do some actions at one initiative, and some at another. Your entire group should act on the same initiative, or they should roll separately, it seems to me -- is there another part of this you're looking at?

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