Trunau is truly a town on the frontier. The frontier between the world of Humans, Elves, Dwarfs and the like and the world of Orcs and Giants. It will take a brave and hardy group of adventurers to defend Trunau and the region from what is about to come.
Ah, exactly Ulfgard, I feel the same. And there are so many APs out there I haven't played I think I have enough to enjoy for many years to come without the need to switch systems.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
Giant’s Nail Scale Mail
Any creature of the giant subtype who comes within 30 feet of this +2 giant’s nail scale mail must succeed at a DC 16 Will save or take a –4 penalty on attack rolls and saving throws for 1d4 rounds.
This ability functions as a gaze effect. It is a mind affecting fear effect, but it does not stack with other fear effects to create stronger fear conditions.
A giant who succeeds at the saving throw is immune to this effect for 24 hours. If a giant rolls a natural 20 on its saving throw, it becomes enraged by the sight of the armor. The giant gains the effects of the rage spell for 1d4 rounds and is compelled to attack the armor’s wearer for the duration of this effect.
It is interesting that you mentioned this. I have been trying to remember this powerful affect. I actually went through the saving throws and rolls with the giants on my previous post, then looked at the map. Haskyll was beyond 30 feet. I ended up deleting all those saving throws. But thanks for the reminder. I need that help.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
I like the fact we had the opportunity to unveil a bit more of information about what the Giants are doing. I am expectant to discover what is their agenda.
It's good we are not bogging down with moral discussions on each encounter but rather quickly moving through the adventure, but I think it is good we have something like this from time to time, I appreciate how Mazra profits the opportunity to provide context and reasoning to what is going on behind the curtains.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
I've seen what happens when the prisoner dilemma strikes. The arguments are long and annoying. Better to just play through.
@Leira- An Engulfed player immediately receives the pinned condition. When you make an Escape Artist check you move to the grappled condition. So instead of being a distance away from the slimy mess, you will be next to it, and with the grappled condition. In my honest opinion, the Engulf rules are a little broken. I moved your token next to the slime.
That's fine!
I was wondering the same. I checked the engulf, pinned, grapple and escape artist rules but could not see anywhere what happens when you escape a pin, if you effectively are free or just come back to grapple. I found nothing saying you change to grappled so I just assumed you are free.
EDIT: I just happened to find now this FAQ saying you are free. I guess the move back to grapple was something from D&D 3.5 we still have in the back of our minds. I am fine though to accept the ruling and keep things moving.
Go ahead and put your token back where you were. The rule may have been from 3.5. I still get them confused. I disliked grapple in 3.5. I dislike grapple in Pathfinder.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Good point and I may have to use it but I hope the 30 something I rolled will be enough for now.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
Kaos, you could probably make it with her help on the love locket.
That will save the spell for either Ragnir or Ulfgard, if Neither of them can make it.
Side Note.
DM, I will delay, until I can see if who gets out on their own.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Actually the spell is the reason I'm getting the second ref save. Unless me first roll gets me out I need the spell. What is the DC?
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
jeez, ulfgard, hope it works out.
btw, whoever moved my figure, thanks. I was on a phone when I made my action
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
That sucks Ulfgard. You will find something better now.
I totally forgot that several party members would have been diseased after the Benaioh fight at the Shrine of Fandarra. However, between Haskyll, Ragnir, and Droja, it is very likely the matter would have been quickly resolved by morning.
Figure that each of the healers have one less 3rd level spell in there repertoire for the current encounter.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Apologies for my tardiness, but the final week of uni and a bit of flu has taken its toll. Back on deck now.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
Why is it, whenever you think you are getting ahead, things turn around and bite you.
Got to replace the hard drive on my desk top, so posting from work still.
problem is every time I have enough, something pops up that eats that money up. :(
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Planning an infiltration is always difficult, it seems even more so on PbP :p
After a full rest Leira could cast 3 extended spheres of invisibility for a total 48 minutes. She can also share the spell with Anga for even longer time. We can try Droja's plan until we are close enough.
Still we have to leave the mule somewhere safe and with food.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Good idea. Even dimension dooring without invisibility would likely work. We would only be between jumps for a round, then leave. Once at the target we enter.
But that could be a backup. :)
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception