MoF's Hells Rebels

Game Master MordredofFairy

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Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Damn he's on to us :-P


hp 31/33 | AC 17/13/14 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +8 (+13 dark/dim); Darkvision; low-light | Init +3 | Mage Armor

Sorry guys, looks like this is going down badly.


HP 30/30 | AC 17/14/13 | CMD 18 | Fort +4 Ref +6 Will +4 | Per +9 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 2/VMC Cavalier (Dragon) | Acro +8 Climb +7 Heal +9 (+11 stabilize dying);
Combat:
Grit 2/3 | 30 ft. | Melee +5 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +6 (+8 mwk pistol, +7 up to 30 ft., +9 mwk pistol up to 30 ft.) CMB +5;

Watch Mordred cap this impending s~#$show with great rolls :D.


Hells Rebels Tactical Map

Attack of Opportunity: 1d20 + 6 ⇒ (16) + 6 = 22
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Iterative: 1d20 + 1 ⇒ (13) + 1 = 14
Critical: 1d20 + 6 ⇒ (20) + 6 = 26
Confirmed: 1d20 + 6 ⇒ (14) + 6 = 20
Iterative: 1d20 + 1 ⇒ (16) + 1 = 17
^
You mean that stuff? Found those good rolls just chilling in that corner over there...I would totally use them, but this is discussion, so...
(also, they don't actually have iteratives...)

(that said, you ARE clearing an exit route, and chances are in the next room you would have needed to start trouble if you want to free anybody, so you actually did make it quite far before trouble happened :) )

(I'll post tomorrow morning)


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Combat reflexes is a fitting feat for a guard to have, I suppose. :P


Hells Rebels Tactical Map

hehe, nope, just scaring Boros, neither of the guards actually have it.
But you did kind of ruin the surprise. :)
(But yeah, for the REGULAR army, you can expect especially those with reach weapons to be trained with combat reflexes. Good thing this is paramilitary rabble, right?) *grins*


hp 31/33 | AC 17/13/14 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +8 (+13 dark/dim); Darkvision; low-light | Init +3 | Mage Armor

I would just like to say, we're very lucky GM Mordred used up all his good rolls in this thread . . . . hopefully.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

+1 :P


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

*gently pokes GM with stick*

This cliff-hanger is getting to me! A small update would be handy, either ooc or in game : )


Hells Rebels Tactical Map

How about both? - for the record, I fully expect to be able to update a few days ago when I had a 3 hour train trip. Didn't work out -_-
Oh, and in the evening at home! Except I have on-call standby-duty again this week :P
Anyway, I'll head on over to gameplay and use my break time in a constructive manner instead of lamenting over here.
(That said, you may have noticed my post rate also slowed in other games currently. You may remember that I started to train 3 people to replace me in my previous responsibilities, about half a year ago? Yeah, they are officially doing that job now and I'm only planned to support them with 20% capacity - 80% going to new responsibilities. Matter of fact they need help in the most complex and elaborate "20%" of cases(obviously, those too complex for them to work out by themselves) that need a lot of time for analysis and solution. So currently I'm basically doing the most time-consuming part of my old job, AND my new job -_- I already took steps to correct that, but alas, such solutions don't apply instantly - as it includes temporarily shifting some of my new responsibilities back to others and outsourcing support to other people capable of helping them. slow processes, both of that.)


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Having audited myself, I believe I have -two- spells left. I think my 'how many spells I have' is an extension of thinking I was level 2 when I did my maff a LONG time ago.

I've used 3 cure light wounds and 1 bless, and used one charge of my wand today.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

The accuser is up right :-)?


Hells Rebels Tactical Map

Aye, it, and it's 300 buddies.
(Tiny, so half weapon damage applies...just saying - in case you want to attack those instead *smile*).


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Can we research a "Swarm of Cats" spell? Just so we can counter all this rodent aggression!


Hells Rebels Tactical Map

Hey, I did consider the Bats, too...the Spiders were right out.
I simply settled for the Rats for...reasons(and because I did not want to check if the bleed damage could have been an issue for the Zebub if the Swarm managed to do 6 damage...so...streamlining mostly, I admit)

That said, you are completely welcome to research a Swarm of Cats-Spell. Just remember that Swarms are not under Caster Control. So you are stuck with a metric ton of cats spreading out like the fluid they are, scratching and biting everything around for 2 more rounds after they killed you.


HP 30/30 | AC 17/14/13 | CMD 18 | Fort +4 Ref +6 Will +4 | Per +9 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 2/VMC Cavalier (Dragon) | Acro +8 Climb +7 Heal +9 (+11 stabilize dying);
Combat:
Grit 2/3 | 30 ft. | Melee +5 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +6 (+8 mwk pistol, +7 up to 30 ft., +9 mwk pistol up to 30 ft.) CMB +5;

GM, why you afflicting us like this? Aren't we supposed to be the heroes here? The heroes don't get afflicted like this, but here you are, throwing swarms and saving throws at us :p.


Hells Rebels Tactical Map

Heroes have to overcome adversity, do they not? ^_^
Plus the bad guys have to use the tools available to them - if they would pull their punches too much, you couldn't feel heroic, right?
I mean, with the words of EA: The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.
And a big company like that would not lie, right?
The only way to accomplish that and allow you to unlock different heroes is if I don't hold back :) Otherwise you'll be stuck with your initial unlock.

That said, you could also simply roll better. ^_^
(And I know swarms are nasty at low levels - but the little bloated guy had few other good options - don't worry, I'll keep things in mind and may cut you some slack in other ways.)


HP 30/30 | AC 17/14/13 | CMD 18 | Fort +4 Ref +6 Will +4 | Per +9 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 2/VMC Cavalier (Dragon) | Acro +8 Climb +7 Heal +9 (+11 stabilize dying);
Combat:
Grit 2/3 | 30 ft. | Melee +5 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +6 (+8 mwk pistol, +7 up to 30 ft., +9 mwk pistol up to 30 ft.) CMB +5;

...

......

I cannot believe that you just quoted EA, of all the things, to justify your deeds. That's actually worse than what you're justifying, I'm so ashamed that you went there.

Further, in D&D, unlocking a new hero generally means that the old one kind of, you know, died. So no, I'm not very interested at all in unlocking a new one!

:D.

Finally, my dice rolls are f!%$ing magnificient! It's Paizo's that suck with depressing regularity. And since we're all using the latter's dice, well...


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

I'm inclined to agree with Boros on all points!

Bleh I say; bleh! We should demand better rolls from Paizo.

@Swarm spells - that's why the very next spell we cast is "Swarm of Yarn". Distracts the cats perfectly! And as a bonus we have something for the token labyrinth dungeon :-)


Hells Rebels Tactical Map

Well, I for one am glad the sarcasm was not lost on you ^_^

That said, I'm personally also not a great fan of unlocking new heroes - it can be part of the game but...yeah, lets try not going there too often.

@Swarm of Yarn...Unless the Yarn is somehow a creature, you would probably rather want to make that a Wall of Yarn. Otherwise sounds perfectly workable.

That said, I feel compelled to point out that: Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
You are incredibly limited, but not dazed or stunned. Moving would also provoke from the Devil, but wanted to point it out regardless, since you technically have enough space to avoid having 2 or more characters in the swarms area.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

*glares at Aldous rolls*

Yeah we should definitely demand better dice!

:P

@Yarn - Or perhaps gust of yarn or something? The wind spells are really nice vs swarms most of the time!

@Moving - Hmhmhm don't think Miranda would move. She would really love to not being gnawed on but she knows that they need to really stick it to this devil while it's still around!


N Chellish Incanter 3 (VMC Sorcerer) | HP: 11/20 | AC: 13 (13 Tch, 10 Fl) | CMD: 14 | F: +3 R: +4 W: +4 | Init +3 | Perc: +1 SM: +7 | Active conditions: Spell Points (4/10)
Miranda Greenblossom wrote:

*glares at Aldous rolls*

Yeah we should definitely demand better dice!

Hey, yep. Maybe he'll catch on fire though!


hp 31/33 | AC 17/13/14 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +8 (+13 dark/dim); Darkvision; low-light | Init +3 | Mage Armor
GM Mordred wrote:

Well, I for one am glad the sarcasm was not lost on you ^_^

That said, I'm personally also not a great fan of unlocking new heroes - it can be part of the game but...yeah, lets try not going there too often.

@Swarm of Yarn...Unless the Yarn is somehow a creature, you would probably rather want to make that a Wall of Yarn. Otherwise sounds perfectly workable.

That said, I feel compelled to point out that: Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
You are incredibly limited, but not dazed or stunned. Moving would also provoke from the Devil, but wanted to point it out regardless, since you technically have enough space to avoid having 2 or more characters in the swarms area.

I think, though I'm not entirely sure, that you can do a 5-foot step instead of that move action, to both move out and avoid provoking.


Hells Rebels Tactical Map

@Miranda: Sensible, but technically Varuzhan will attempt his command before you make the decision...of course you don't know the outcome but it may affect your course of action.

@Aldous: Aye, maybe he will - we'll learn soon enough.

@Varuzhan: I do not concur. Specific trumps general, and Nauseated specifically points out that the ONLY action is a single move action.
I had GM's forbid me from taking free actions as a result while nauseated - which might have made sense considering I was trying some shenanigans with a non-standard free-action if I remember right.
Anyway, point being that the 5-foot step does, imho, require you to shift your position while paying attention to your enemy, to avoid giving them an opening...one reason 5-foot steps and difficult terrain don't mix, since you can't focus on the terrain AND the enemy simultaneously(otherwise you could spend a move action to take a 5-foot step into difficult terrain, right?). Limited withdrawal requires a Standard action, so no luck there, either...


Hells Rebels Tactical Map
Lily wrote:
If the spell in use is Summon Swarm, then it has a one round casting time, fwiw!

Right. The problem wasn't so much the SLA activation time of summon swarm, but that the at-will-teleport takes up a standard action so he could not actually start the summon after arriving - and that was mostly to reinforce that he is actually called and bound into service, not summoned :/ (as such, will want to avoid dying and not take unnecessary risks)

Still, I did mess up, there.
I could advance him to allow Quicken SLA for 2nd-Level Spells...but I doubt you'd like that solution very much. So I'll simply rule that the whistles carry a summoning school aura that mentally alerts a bonded creature and allows it to teleport(using it's own abilities) nearby as a move action.

Basically a lesser Whistle of Calling that simply supports a creatures inherent Teleportation-Ability.
That means the listed price of that one is WAY off, but each whistle you take possession off could be sold for 200-300 Gold...

In that case he came in as a move action and started the summon, finished it this round, then maintained concentration on the swarm(lets just say he did - without questioning the necessity).


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

@Actions - mkay. Let's wait and see how the command goes then :-)

@Whistles - cool!

@Nauseated - Hmh. I think there's a FAQ somewhere that in facts points out that only move actions means only move and no free, standard or swift actions. However! 5-foot steps aren't any of those either ... I bet there's a good dozen threads about it on the forum! (I took a glance at it since I was curious and there's at least four :-P)

Let's just hope the devil fails vs the command and that we don't have to look much closer at it^^


HP 30/30 | AC 17/14/13 | CMD 18 | Fort +4 Ref +6 Will +4 | Per +9 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 2/VMC Cavalier (Dragon) | Acro +8 Climb +7 Heal +9 (+11 stabilize dying);
Combat:
Grit 2/3 | 30 ft. | Melee +5 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +6 (+8 mwk pistol, +7 up to 30 ft., +9 mwk pistol up to 30 ft.) CMB +5;

Yeah, if you want to go RAW on what can be done during nauseated, a 5-foot step isn't an action of any sort, and Miranda's probably spot on that there's a slew of forum posts arguing the point too. Some folks really do get off to an unhealthy extent on trivial b!+&#&+& wording, like those insane debates on handedness and wielding, lol.


Hells Rebels Tactical Map

Aye, it's listed as a Miscellaneous Actions in the SRD...the catch-all for "take a variable amount of time to accomplish or otherwise work differently than other actions".
As argued above, I don't think you can convert a move action into a 5-foot step, as per the difficult-terrain example. The more interesting question would probably be wether using acrobatics to avoid an AoO is a possibility. It's also a miscellaneous action, useable as part of a move...but does it require attention? One could reason yes, as you need to be aware of the enemies position and focus to actively avoid them - but then, you could also try and instinctively duck and flee...

I'd probably go with that as a simple compromise. Acrobatics to avoid AoO during the move works, simply converting into a 5-foot step does not. How's that sound?

Got some other business to take care of tonight, but I'll try and get the Devil updated before the weekend is over :)


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Well, it's not really inane if the result of a flipflop decision because your DM felt like it... kills your character. :P So defining those things are important.

Also, talking is a free action. So you can't even scream 'HELP ME!' when the swarm begins clawing your legs. Because free action. :P


Hells Rebels Tactical Map

Oh, I concur.
Dropping prone?
Dropping an item? I mean, literally "stop holding what you grip in your hand"...something automatic when stunned...
While that is RAW, I don't think feeling nauseated should prevent that. You could, theoretically, use your expeditious-retreat-enhanced-monk-speed to 'move' through a maze if you remember the way through.(now, one could say that takes 'attention' but technically, it's purely a move...) - but you cannot simply stop walking and drop down?
*shrug*
As said, I don't remember the exact circumstances, but I THINK I was trying some shenanigans involving a free action to bypass the condition afflicting me, hence why I said it MAY have been justified.
So, yeah, one of those aspects where a lot is left to GM decision - it MAY be important which is why we're having that talk, but I'm pretty confident that nobody will die as result of a flipflop decision :)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

I bet allowing 5-foot into terrain or not is mostly a matter of Pathfinder rounding always going down. Sure step into that pile of snow - just don't forget to halve your 5 feet down to the next 5 feet unit ... :-P

Acrobaticsing out sounds like a fair deal. To the rogue player at least ... ^^


Hells Rebels Tactical Map

Update tonight...I currently have vacation from work...which means I have less time overall to post, thanks to my 2 daughters :)
But I negotiated with my SO to have some time off in the evening, which I will spend with paizo and video games :)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Congratulations to your (brief) freedom :-P

I'm looking forward to another little hop forward again :-)


HP 30/30 | AC 17/14/13 | CMD 18 | Fort +4 Ref +6 Will +4 | Per +9 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 2/VMC Cavalier (Dragon) | Acro +8 Climb +7 Heal +9 (+11 stabilize dying);
Combat:
Grit 2/3 | 30 ft. | Melee +5 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +6 (+8 mwk pistol, +7 up to 30 ft., +9 mwk pistol up to 30 ft.) CMB +5;

Sputtering game is better than no game!


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Indeed :-)

And besides in a mere twenty years or so those daughters will be living on their own and we can fully reclaim our GM! That's how this is going to work out right? :-P


Hells Rebels Tactical Map

Well, you know how it is...(or maybe not)...during those "home vacation" days, you get to fix things that broke in the past couple month and somehow never fixed themselves during the weekends since, and one day needs to be used to go shopping, oh, and we need to take the kids to the zoo, and the old couch is really icky so we'd best look for a new one, and all that stuff we took to the cellar needs to be looked through and taken to the garbage dump so we can take new stuff to the cellar and...and whatever time is left is demanded by my girls, and honestly, willingly given.

Purely technically, I am supposed to be cleaning up my room and checking for stuff that will go to cellar and/or garbage...but I'll do that later, now, I have a breather/break. I'll fix myself a glass of whiskey, enjoy an hour or so of video gaming, then come back here to post :)

Plus, as said, eventually work will normalize. That keeps me going. I'm not saying I'll post daily, but I will eventually manage that twice per week schedule I set as goal...(that, and the little one will eventually go to bed without me spending most of my evenings with her...)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Mm we are just poking you for fun. Do tell if it is growing annoying : )


Hells Rebels Tactical Map

Oh, by all means, do keep poking :)
I'm hard to annoy.


Hells Rebels Tactical Map

So, your attack rolls for this round were 1, 2, 2, 4, 5, 16 (and the offhand 16 almost went halfway through the DR with that damage roll-)
It's like you don't WANT to defeat it.
If at least one of those 2's had been a 3, you would have had straight.
But no, one pair, and a low one at that.
*smh*
No wonder those things start acting cocky...it's probably wondering how you made it that far...


N Chellish Incanter 3 (VMC Sorcerer) | HP: 11/20 | AC: 13 (13 Tch, 10 Fl) | CMD: 14 | F: +3 R: +4 W: +4 | Init +3 | Perc: +1 SM: +7 | Active conditions: Spell Points (4/10)

Right? The dicebot must be defeated!


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Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Yeah screw house Thrune. Now we know who the real bad guy is!


HP 30/30 | AC 17/14/13 | CMD 18 | Fort +4 Ref +6 Will +4 | Per +9 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 2/VMC Cavalier (Dragon) | Acro +8 Climb +7 Heal +9 (+11 stabilize dying);
Combat:
Grit 2/3 | 30 ft. | Melee +5 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +6 (+8 mwk pistol, +7 up to 30 ft., +9 mwk pistol up to 30 ft.) CMB +5;

Dice hate us, no other explanation. This fight is turning into a comedy act, a bad one, lol.


hp 31/33 | AC 17/13/14 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +8 (+13 dark/dim); Darkvision; low-light | Init +3 | Mage Armor

I tried a spell, but that didn't work either!


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Yeah, a +3 will monster shaking off all the will saves on the first try, starting a fire under the party, and them standing in it, everyone's rolls sucking, there not really being a good option, the fire now probably migrating under two characters again...

*sigh*

It really sucks how nothing-but-support Lily is, given how little we're able to do right now.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Hmm fire. Do we know anything about its elemental resistance? Lighting it on fire might be a solution :-P

Also! Can't move Miranda while on my phone. I'll try to remember doing that when I get home.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Feel free to change my aid to an Acrobatics Aid, given that that seems more important, and actually has a higher success rate, so V will be more likely to be able to move this round.


hp 31/33 | AC 17/13/14 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +8 (+13 dark/dim); Darkvision; low-light | Init +3 | Mage Armor

V is both nauseated and fell on his a$$, so I don't think any aid can really help him this time . . . here's hoping the rest of you can save the day!


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

I go after you so it's next round that you'd get the acrobatics bump. I've got like a 1/3 shot of doing any damage with a bolt, and like probably only a 50% chance to even hit -at best- of hitting our foe based on rolls. That means that I could spend 6 full rounds to get an average 1-3 damage in. I don't have anything I can do or offer other than healing, or aiding you. It's just waiting for someone else to do something for me at this point, while my bless and faerie fire keep him visible and easier to hit.


Hells Rebels Tactical Map

I've been absent these past few days for medical reasons.
Apologies for any inconveniences that may have caused.
I am still recovering, but hope to catch up and get back to posting again soon.

(Also, it's been too long since I updated before, and the current scene is dragging on. I have no access to my materials anyway, so I'll try and streamline things a bit.)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Merp that second part doesn't sound too good - hospital?

We hope you feel better as soon as possible : )

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