Monster Mashup - Table 7 (Inactive)

Game Master CaveToad

Party XP Total: 3310 (level 3) / needed 6000 (for 4th)

Battle Map
Regional Map
Night Camp Fight
Ruined Tower Underground
Battle of the Barge

Meals Remaining: 15.83
Meals per day used: 6.75
(1 large, 4 medium, 1 small, 1 tiny)
Day 3 food deducted


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Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Welcome. Look forward to smashing things with you.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

I'm flying back home today - please don't expect anything from me on the next days, I'll be busy getting things round :) have fun during the while guys!


Ok noted. I will try to finish up Qahnaarin's review today so we can move your group along. The weekend was spent landscaping so I didn't get much PBP in.


Ok Qahnaarin character is done, he should be checking in here today hopefully and we will get rolling.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Hey everyone! Let's get rolling.


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Welcome to the new players!


Just an update, working on the map for the encounter, but i have three back to back meetings this morning, so it might be later this afternoon.


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 ;)


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

I think we can easily start with only the western half and, if needed, we can work with two maps at the same time :)


Got it :)


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

How swift is the river? What would be the Swim DC to cross it?


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

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.


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.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

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


Hey Goggh, sorry to see you go, if you come back in the future, there will be tables still going.


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?


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

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.

Liberty's Edge

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 | Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |

Howdy all, checking in.

Liberty's Edge

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 | Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |

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


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Hey there! Welcome to the table.


Sly if you get caught up on the last few pages, hop into the fight. I will place your token on the map. The group is just now positioning to sneak in to the camp and attack and disable the enemy ship.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Let's get this moving everyone. I don't want us to lose too much momentum. :)


indeed!


Just checking, have we lost Blaire already?


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Hey Sly, welcome. Ready to go here. I hope blaire is with us yet. I want to get this party started.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Perhaps. Her last post was 4/30.


Unfortunate. Perhaps something happened, but I will have to try to get another replacement in for her. Bad luck all around.

Moving on.


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.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Do we need anything else before we start?


Nope, just me to get some free time to post :) Sorry for the delay.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

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. :)


Yes, I will bot people going forward to expedite things, sorry things have gotten messy on this table, I will try to get things rolling and find a few players maybe to cover gaps.

We will get there :) I'm reviewing Zachary and Nox's characters.


Their review is complete. They both need to level up to 3rd, and then when done, check in here. I will keep combat moving though.


Hello peoples! Peanuts, player of Zachary the kind ogre here :) Should I just roll intiative and jump in?


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

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.


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.


Ohhh, ouch Qahnaarin :p i think Zach might be a little too nice to bury people alive though, he'd much rather knock people out than kill them.

No CT I haven't caught up on the thread, it's late over here in Australia but will try to catch up in the morning and post if you're ready for me then :)


Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft

Hey guys. Just finished reading the gameplay thread. Will try to have something up by day's end.


Ok awesome, welcome you both. iadded your tokens to the map. I will oll initiative and get you added in round 2. I removed Blaire and wont bother to bot. Might bot Vamik a little bit, will see.


For future reference, unless we're somewhere that dinosaurs aren't welcome expect Nox to be mounted all the time. Can I assume that Zachary and I had the chance to cast a buff or two before we stepped on the field?


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.


yes you can swap those spells, the cold weather gear needs to come from the 100gp.


Yes you can have some time to cast buffs, I will have you guys decided lat minute to come join the group too and stumbled upon the battle in progress. a bit of hand waving but it sort of works.


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.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

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.


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?


Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft

I know Produce Flame. It's still half damage I guess, but if I can set it alight...


hehe, well I went with Zach wading into combat. Protecting his family is more important than smashing a boat when he's not quite sure what's going on.


I will try to get a post in this morning, hopefully soon. Back to back meetings today..


Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft
CaveToad wrote:
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 necessary

While 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]2d6

Also, 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.

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