
Vamik Sheeves |

Welcome. Look forward to smashing things with you.

CaveToad |

Question. Since the river is quite wide, it would take up a lot of the map to include much of it. How much of the river needs to be on the map for what you plan to accomplish? What if I just put the western half of it? If the somehow it ends up being a giant aquatic fight, that will be easy to adjust, by adding a big blue grid ;)

Vamik Sheeves |

Oh, I just remembered that once I take my mutagen, I'll have a swim speed, so water is no longer an issue for me.

CaveToad |

The river is not very swift, but the current is strong if you don't make an effort to swim, it will carry you downstream.
Swim speed upstream (north) if half what you would normally have. Downstream (south) is doubled. A better way to look at it is squares cost double swimming north, and half going south. East-West is normal speed.
Is the spot on the map ok? Once the group has a plan, and readies spells or whatever, we can start with the stealthing or the attacking or sabotaging and swimming.

Goggh |

Hey guys,
I apologize in advance, but I will have to step down for a while from my activities here in the Paizo forums. It will be at least some good months before I can come back.
I'm sorry for the inconvenience. I hope your games continue fun!
Regards,
adsapiens / Archlich

CaveToad |

With Goggh's departure the table will be down a person. We have Sly returning from a different table, and I will invite him to join here. In order to make this work, I will retcon slightly and Goggh left with the other group and Sly (if he is monitoring mail) will join this group. I want to move this along though, so we will keep rolling.
The best way to probably start the fight is to just go round by round and people will post their actions until someone makes the attack. If everyone pulls off their stealth, there will be surprise for the attacker(s) and we can do a partial surprise round, and head into real combat. The round by round is merely to keep track of time and distance and doesnt count as combat (for example you cannot enter a style since you aren't attacking yet). Make sense?

Qahnaarin |

Sorry to see you go, Goggh. Real life can be a bummer sometimes.
Qahnaarin is currently ready to attack. He found his cover and is going to pew-pew lightning at the barge. In the interest of facilitating a surgical strike, he is going to wait on the rest of the party to strike first.

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Level 3 changes:
HP:+11
Skills:+12
BAB:+1
Hero Points:+1
Monk Special Abilities: Fast movement, ki pool, ki strike (magic)
Sorcerer spells gained: Mage Armor(bloodline) & Enlarge Person
Aquatic bloodline ability: Swim Speed: 30'
Witch spells learned: Cure Moderate Wounds, Endure Elements(patron) & Lay of the Land
Amulet: Skill Focus: Perception

CaveToad |

I posted a new system in the Discussion thread of the Main Thread regarding cannibalizing magic items to feed your Signature Item. Anyone interested, I appreciate feedback or questions.

Qahnaarin |

In the interest of expediting the action, would a time limit be appropriate before we bot someone? I don't want us to get too bogged down. :)

Qahnaarin |

Welcome aboard! Glad to have another kineticist.
By the way, your build is very similar to what I had planned as an alternate for this character. At 10th level you will gain earth glide. Initiate a grapple, move your opponent underground, release. You basically insta-kill by suffocation anything that cannot dig their way out of 15 feet of earth.

CaveToad |

Zachary I will get you ready to be on the map. Have you caught up on the recent developments in this thread? It isn't necessary actually, but you and Nox will have been in the latest group that this group just met with and did some people exchanges already. With a little hand waving we can retcon that and say you both came along with that too, and Goggh and Blaire return.

Peanuts |

hmmm, having gotten a bit of a better feel for the campaign now, would I be able to swap out feather fall for alarm as one of Zach's bard spells known? It seems like he'll get more use out of that :p Also did we get clothing/cold weather gear in addition to the 100gp of supplies, or if it had to come out of the supplies could I trade my 4 sun rods for some cold weather gear. I realize they wouldn't have anything ready made that would fit him, but even just some untailored furs or the like would be useful.
Also, I neglected to add the shield bonus from snapping turtle style to Zach's AC, I have amended his character sheet and stat line.
Also is our main goal to disable the barge? Seems like quite a fearsome force to take on our own.

Peanuts |

Okay, will trade the 4 sunrods for whatever cold weather gear they could fashion for Zach :)
alright, don't really have any buffs, but that handwave works for me. am all caught up on the past few days and will post shortly.
edit: Oh I guess he could do his maneuver training ahead of time, that'd work.

Qahnaarin |

Our original plan was to engage in melee only long enough for my character to disable the barge from a distance (I have a range of 240' as a full-round action). However, that has gone slightly awry since we forgot that objects take have damage from elements. Soooo.... just kill everyone? Or damage the barge then flee.

Peanuts |

hey, if you need a barge smashed then Zach's your guy :p though his inclination would be more to getting into melee and protecting his friends. If he knew the plan though then he'll head for the barge and smashy smashy.
Hmm when you say elements do you mean just the energy blasts? Zach's blast is physical so should do full damage right?

Nox Copperscale |

Nox Copperscale wrote:Nox directs Lumpy to move up and attack the nearest hellhound. Attack is a DC 10 Handle Animal check, and I've got a +13 in Handle Animal when it comes to my companion, do I need to make the roll?
[dice=Attack]1d20+7
+4 of that comes from Outflank and Pack Flanking; the first ups the flank bonus to +4, the second means you're considered flanking any time you and a teammate threaten the same enemy, pretty much any time Nox is mounted on Lumpy this should be the case for both.
[dice=Damage]1d6 if necessaryWhile Lumpy attacks, Nox uses his breath weapon. 30 foot line of acid, 2d6 damage, should catch hellhounds 6, 5, and 7. Reflex DC 15 for half damage.
[dice=Damage]2d6Also, Acrobatics check since the square I'm ending up in is threatened by hellhound 6 and (if I'm reading the map right) the fire giant [dice=Acrobatics]1d20+8
You don't have to roll for skills that you auto-succeed, unless there may be unseen circumstances (but then, you wouldn't necessarily know about these). Just keep in mind if Lumpy gets wounded or something there are penalties etc that might put it into failure range.
Pack flanking is only for your companion, which is exactly what this case is, but you had said 'teammate' which is not entirely true.
Also, I don't think you can Acrobatics while mounted, maybe by RAW nothing prevents, but it seems someone unlikely. Also your mount would threaten the same as you would.
Posting this here to avoid cluttering the IC thread.
Pack Flanking-yes, companion in this case. I should note though that Outflank and Pack Flanking are simply bonus feats, they could apply to others besides my companion if they had the feats, Lumpy just gets them automatically due to Precise Companion and Hunter Tactics.
It occurred to me after I'd posted that maybe my mount should be making the acrobatics roll for both of us, since I can't really move from the saddle. She has a +6 instead of +8, so just lower the result by 2 if needed. But it makes sense that it might just not be possible.