Moonscar (Inactive)

Game Master drbuzzard

Encounter Map


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The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Whats the dealio? Lets get this thing done!

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

.
How long did we spend smashing up those coffins? I think after the first one we only spent a couple of minutes on each one -- way less than 5 minutes each. Duhwoo's potion of See Invisibility lasts for 30 minutes --so he should have a few minutes of seeing invisibility left...

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Potions of see invisibility don't exist. The spell is personal, which prevents it from being a potion.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I think he meant a scroll..

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Yeah, he can do those all day. I'm pretty familiar with the potion business since I'd certainly love to buy them if they existed.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

It was indeed his last scroll o' See Invis...


Due to a family emergency, I won't be posting right now.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Sure hope he returns.. How does pfs work if the gm leaves and doesn't return? Can you do the mission over? Or do you have to find someone to pick up where he left off?


Unnamed

I dunno. Give him some time though

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I'll see if I can get in touch with him and see what is up.


I'm starting to catch back up. Sorry about the delay.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I wasn't saying we go looking now lol.. I was just curious as w=to what happens..

Nice to see you back Drac!


Unnamed

I will dispel the blade barrier in my turn

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I don't see any foes on the map.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

We gonna push this forward?


Just waiting on Vars.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I'm running a Rise of the Runelords PbP here which is a bit non standard.

The idea is a team of non magical folks ffrom Alkenstar. We're in the middle of the second volume of the adventure path. I could use two people or so.

here is the information.

I have little desire to make another general call and get flaky people who will play for a little while and drop off.


Unnamed

I'm running rotrl currently bout to start book 2 does that exclude me?


Ill build something for it!

Looks like your 5th level now? 5th level WBL? Traits? Races allowed?

Im guessing by non-magical you dont want any arcane of divine types?


old guy nerd retired5

I just noticed you sent me an e-mail: I'll take a look...


Unnamed

My game is pbp also and we haven't actually started the book yet


Unnamed

Is probably make a ninja


Im thinking either a gunslinger/alchemist, or most likely a fighter/paladin..


old guy nerd retired5

looks like you've got your two -- unless MiniGm is excluded (he did say he's running it, after all...)

in which case, maybe *I* will try a ninja!


I'll take 3 if you are all interested.

Basically no classes which have spells (if they have spells, you need to pick an archetype without spells). If there are spell like abilities, we handwave it.

Also I imagine I will give ninjas full BAB since I'm using modified rogues already.


Unnamed

we could have 2 ninjas working together mmmm


Just curious but what's the class makeup of those still playing?


We have:
Alchemist (our GM here)
Fighter/Gunslinger
Barbarian/Fighter
Fighter/Monk

Characters we have lost have been:
Paladin of the holy light (only allowable archetype)
alchemist (replaced by current alchemist)


old guy nerd retired5

if Ninja gets full BAB, then that cinches it for me!

looks like healing is a problem -- as expected, with clerics not allowed. I bet that paladin is missed (did he have healing?)...


Ok Im making a Fighter 3(weapon master)/Paladin 2(WoHL/OoV) to start.. Will be progressing Paladin the rest of the way.. Or it might just end up being a full paladin..

Yea i think i will do the same.. Full paladin warrior of holy light.. Maybe make it into two weapon shiled basher at higher levels..


The missing paladin does leave quite a hole since they were built to be a channeling beast.


Unnamed

buzz? should i build a character or do you want me not to, since I am running it on th eboards?


Unnamed

i assume that is what you meant by taking 3


You are welcome to play. The Paladin would be a good idea.


Imma put him/her together when i get home..

Basic rundown though: Human

str-15+2race+1level =18
dex-15
con-13
int-10
wis-8
cha-16+2headband =18

Feats
H-Two Weapon Fighting
1st-Fey Foundling
3rd-Imporved Shield Bash
5th-Double Slice

Progression
7th-Imp TWF
9th-Greater Mercy
11th-Shield Mastery
13th-G. TWF
15th-Ultimate Mercy
17th-Extra LoH
19th-Extra LoH

Thoughts? I considered leaving out Fey Foundling for Extra LoH.. Perhaps i should work Power Attack in for when i only mkae 1 attack or when smiting..


Hmm.. Now my brain is off on another tangent.. Perhaps forget the twfing build and just build a tank heal with lots of extra channel feats and quickened channel.. With Power attack and smite he could still be decent in combat..


Looks fine, though we already have two front line folks and only one gun bunny left.

I would think in a party which is allowed advanced firearms, they would be more appealing.

We're talking really goods guns at that (revolvers and lever action rifles with 15 round magazines).


Ive never played a Gun person before so i have no clue as to whats good build wise or not.. I suppose i could take 1 level or gunslinger and play a gun and board guy lol.. I considered a gunslinger/greandier alchemist because the idea of shooting bombs sounded cool but i dunno.. I literally have 0 experince with guns..

Now thinking about it how bout a twfing guy but with 2 pistols? Go pistolero/mysterious stranger a few level and then pick up paladin..


Actually I'm not a big fan of the two guns at once nonsense. I would basically throw enough house rules at that to make it unbearable.

Stick to one gun at a time. It will work better.

In any case building a gun bunny isn't much different than building an archer. It's more or less the same set of feats and such.


I understand the whole nonsense of double barrel guns with weapon cords and doing redic stuff, but what your talking about is a pistol that can fire 15 times before it has to be reloaded.. I dont see where firing one in each hand would be all that bad if you didnt have to reload but once ever 5-6 rounds..

Can you fire guns in melee?


No, I am talking about a revolver which can shoot six times before it can be reloaded (the rifles have 15 rounds, we're not yet in the semi-auto era).

I'm not going to debate this. If you choose to shoot a pistol in each hand the accuracy penalty will be extremely onerous. While two pistols at once is popular in Hollywood, you would be hard pressed to even find a trick shooter who could hit a damned thing with two of them at once.


I agree about that, but this being a place where you can teleport to other planets and breath there with spells and all i thought it might be possible to shoot a gun in each hand.. Ill forget about the 2 pistols..

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

Well that sucks

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I guess that happens when a bunch of super stealthy sorcerers continuously get the jump on you, regardless of extraordinary senses, in the presence of a daylight spell..

How did they move, cast, and move btw?


They didn't. They were Invisible and stealthed in to the junction, cast, and ran. Vuvu couldn't match the stealth roll to detect them, so they positioned themselves, cast the next round, then moved before retaliation could get all of them.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

He has echolocation up.. Their Invisibility is meaningless with that running.. Sorcerers dont get stealth as a class skill unless its iven by bloodline so theres noway there stealth from him.. He should at seen them and been able to move outside of the 130 damage magic missiles...


Unnamed

If they beat my exholocation and daylight that's fine but I would ask that you make sure that they do not have another tactic listed in the mod


Unnamed

I am also flying so had I moved up and seen then I would have flown back around a corner

But like I said if I'm dead in dead

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Sorry if i seemed agitated earlier.. I hadnt taken my Bp pill yet so i was on edge and these c!*+ vampires tactics are wearing my patience thin.. I apologize..

Now to the issue at hand.. Daylight with Echolocation denies any ability to stealth.. The first removes any dim light situations in which to stealth in, the latter negates invisibility.. Without the latter the vampires cant even roll stealth because there is no dim light or objects to hide behind.. Therefore it should have been a automatic made perception check on Vuvu's part.. If for some reason some condition outside from those stated above allowed the vampires to stealth than it would be a pure stealth check only, no invisibility mods.. Im pretty sure even in this case Vuvu could not fail to see the lesser ones and avoid most of the damage by negating LoS..


Unnamed

i think i might make a halfling ninja...duel wield wakizashis yea buddy

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