PFS 5-16 Destiny of the Sands Part 3: Sanctum of the Sages (Inactive)

Game Master TheBobJones

Where on | Mythic Rules | Tactical


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Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Sorry, didnt get update notices, will get on my computer this evening and catch up ^^

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Warpac has Season 6 Boon #6 that provides Endure Elements in hot weather up to 110 degrees F. (and also +1 ST vs. diseases and distraction from swarms, but that is probably irrelevant). Is this sufficient for the weather conditions here? You also mentioned cold nights, but I figured we'd be hunkered down in bedrolls for that part.


Dice Rolls | Tactical

In addition, if your average movement speed (rounded to the nearest 10 feet) exceeds 30 feet, then you gain 1 Chase Point.

20+30+30+15+40+40+40=225/7=32.1 No bonus point :(

The Exchange

Male Human (Shoanti) Level 5, #-3
GM_TheBobJones wrote:

In addition, if your average movement speed (rounded to the nearest 10 feet) exceeds 30 feet, then you gain 1 Chase Point.

20+30+30+15+40+40+40=225 215/7=32.1 30.7 No bonus point :(

Note the bolded corrections.

... I believe you should count Luna's movement and not Pooka's, since she's a mount!

20+30+30+40+40+40/6 = 33.3 -- Still no bonus point. :(

What? Why are you looking at me like that? Mathematical correctness is its own reward.

Anyone got a potion / scroll of longstrider?

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

You mean like my Wand of Longstrider (50 charges?) *big beaky grin* I'll let you do the math to figure out who all needs it.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

When I get home tonight I'm double checking the sources, but here are the abilities I'm planning on taking. I decided to skip the "super damage build" to go with "what's thematic for a raven trickster?"

Fleet Charge (Ex):
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Transfer Magic (Su):
Your mythic nature allows you to take magic from others as easily as you could take their gold. By expending one use of mythic power as a standard action, you can make a melee touch attack to transfer an active magical effect from a target creature to you. If you succeed, the highest-level effect on the target transfers to you (determine randomly if the target has multiple effects with the same level), ending the effect for the target and continuing it on you with the remaining duration as if you were the original target. You may end the effect on yourself as a standard action; this doesn't cause it to revert to the original target. If the transferred magic can't affect you (for example, if it doesn't affect creatures of your type), it ends immediately as if dispelled. You can't use this ability to transfer continuous bonuses from magic items, such as an armor bonus from bracers of armor.

Mirror Dodge (Su):
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.

The Exchange

Male Human (Shoanti) Level 5, #-3

Okay, lots of blah to come....

Longstrider is self cast only (range personal)... and it's a druid/ranger spell. Since it's an average speed increase, +10ft to any of us will help.

We get an average of 35 ft precisely if Korasu casts it on himself (which he can do reasonably reliably, hopefully not rolling a 1). Whether 5ft rounds down or up in this situation is the purview of the GM. Mathematically and scientifically, it is more usual to round up from 0.5 (or 5 when rounding to the nearest 10). Pathfinder rounds strictly down for decimals on damage rolls, but we're talking whole numbers here (and not damage).

If we do need an extra 10ft, I know Desna has the travel domain (which grants longstrider), but I'm pretty sure warpriests don't get domain spells. However, I have noticed that Warpac has UMD +1 (with 3 ranks in it), so he could spam UMD and hope to get a 19 or 20 before rolling a 1....

For all of the above, we'd need to get 8 charges off in that manner to benefit from it for 8 hours.

I would say if 35ft is sufficient, then Korasu casts it on himself until / if he rolls a 1, and then passes it off to Warpac. Hopefully we get 8 rolls to maintain our momentum. We could always force march for an hour or so if we really needed.

So, while that would get our movement up to 35ft, it will take 8 or more charges. Are you willing to squeeze off that many to get a small mechanical bonus, Korasu?

The Exchange

Male Human (Shoanti) Level 5, #-3
Korasu wrote:
When I get home tonight I'm double checking the sources, but here are the abilities I'm planning on taking. I decided to skip the "super damage build" to go with "what's thematic for a raven trickster?"

Nice choices!

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.
Xull wrote:

Okay, lots of blah to come....

So, while that would get our movement up to 35ft, it will take 8 or more charges. Are you willing to squeeze off that many to get a small mechanical bonus, Korasu?

Korasu can cast Druid / Ranger spells from his Vigilante levels ;) (I seriously love this build and fear that it will be nuked into orbit come April.)

I'm fine with using as many charges are needed; it's why I spent the Prestige on it. GM, just let me know how many hours we spend.

The Exchange

Male Human (Shoanti) Level 5, #-3

Nice! Well, let's hope 35ft average is all we need.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Xull wrote:
If we do need an extra 10ft, I know Desna has the travel domain (which grants longstrider), but I'm pretty sure warpriests don't get domain spells.

Correct

Xull wrote:
However, I have noticed that Warpac has UMD +1 (with 3 ranks in it),...

Dang expensive to get that lousy +1, but you never know when you will need to do just this sort of thing.

Xull wrote:
... so he could spam UMD and hope to get a 19 or 20 before rolling a 1...

I do believe if you have successfully used a device your chances go up. So if Warpac can get it to work once then the next time will be easier.

The Exchange

Male Human (Shoanti) Level 5, #-3
Warpac wrote:
I do believe if you have successfully used a device your chances go up. So if Warpac can get it to work once then the next time will be easier.

That's only when you 'activate blindly' (DC 25, and different from 'use a wand'), and you get a +2.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Drat. Glad you pointed that out as I was under the illusion I got that +2 after the first success. You read something once, get some idea stuck in your head, and one year later - *whack*.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

This is just a reminder to myself to get my new "gear" updated in hero lab and on my profile. Purchases mentioned on the previous page in this thread... scrolls and climbing gear.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

That reminds me. Did I end up paying for half a camel?

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

What's that? Oblique references to an enemy we probably need to fight and unique terrain features? The only thing that would give more foreshadowing that there's about to be a fight would be an auto-save and ominous music.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Read and re-read the Mythic stuff. Here's Korasu's final Mythic Additions:

Mythic: You are considered a mythic creature, which may affect how some spells and abilities affect you.
Mythic Path: Trickster
Ability score: Increase ability score by 2.
Mythic Feat: You gain two Mythic Feats

  • Your 1st choice:
    Dual Path:
    Dual Path: Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.

  • Your 2nd choice:
    Extra Path Ability (Mythic):
    extra-path-ability-mythic
    Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability.

    Strikes / Attacks: Two special abilities:

  • Your 1st choice: Fleet Charge
  • Your 2nd choice: Surpise Strike
    Path abilities: Two special abilities:
  • Your 1st choice: Transfer Magic
  • Your 2nd choice: Mirror Dodge
  • Your 3rd choice: Vanishing Move
    Hit Points: Gain 12 hit points.
    Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when you fall below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
    Mythic Power (Su): 9 mythic power per day.
    Surge (Su): You can call upon your mythic power to overcome difficult challenges. Expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
    Amazing Initiative: You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, expend one use of mythic power to take an additional standard action during that turn. This standard action cannot be used to cast a spell. Limit one per turn.
    Recuperation: You are restored to full hit points after 8 hours of rest as long as you aren't dead. In addition, use one mythic power and rest for 1 hour to regain half of your hit points and regain the use of any class features that are limited to a certain number of uses per day. This doesn't include mythic abilities.

    It should be noted that as a balancing act for more abilities, his Surge is nerfed significantly.

  • Scarab Sages

    Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

    Hopefully the Schrodinger's Korasu makes sense. Echoing everyone, Korasu has a +10 mythic initiative, though with the poor roll it didn't matter.

    Also, I left the charge lane for Pooka ;)


    Dice Rolls | Tactical

    Sorry all, I updated my table in my notes program and it must to have saved. Will fix that.


    Dice Rolls | Tactical

    Sorry for the absence today. Hit some Paizo server issues this morning and never got on track. Will try to wrap this combat up by tomorrow.


    Dice Rolls | Tactical

    Ok, so in all fairness you are playing up, and you didn't have a ton of time to coordinate, but check invisibility and flying foes off your list of things covered to deal with.

    Based upon what I know, you will not be able to hit the hound this round, so combat over. Fear not, this will not affect your PP or gp.

    Sorry for the infodump. This gives you lots to do over the weekend. Make sure to roll my Kn Planes for the beaten sheet.

    Sovereign Court

    Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

    Toorin doesn't have knowledge (Planes) and I assume it cannot be made untrained.

    We don't have much information except that the tracks end 15 feet before a buried door and there are some cracks in the floor. Is this in a tunnel? Is it a natural tunnel or has it be constructed? How wide and tall? If the doorway is buried, how do we know it is a doorway? How big are the cracks? What type of floor: earth, natural rock, or worked stone?


    Dice Rolls | Tactical
    PRD wrote:
    If you are not trained in the skill (and if the skill may be used untrained), you may still attempt the skill, but you use only the bonus (or penalty) provided by the associated ability score modifier to modify the check
    PED wrote:
    Knowledge (Int; Trained Only)

    The corridor you are currently in is an extension of the temple you have been in, so constructed. Say 15 wide, 30 high.

    You can see the the doorway, and that the rubble is blocking you from exiting.

    The cracks are large enough to determine that there is a tunnel beneath, but small enough that none of you can fit through, even with a reduce person. Revlenat mechanics are posted on the gameplay thread.

    Sorry that my description was vague. There was a lot in that post and I ended it poorly.

    Sovereign Court

    Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

    Could I get some clarification of our goal and options at this point. Is the hole in the wall icon in the upper right side of the map where we came out of the tunnel? If so, why were the character icons placed in the middle of the map?

    The description was of two sandstone scarps 50' tall with climb DCs indicated and some indication of the terrain at the bottom.

    Some mention was made of climbing but I'm not sure yet why we would climb either spire except perhaps to get a better view of the area and perhaps spy our quarry.

    Tracks are mentioned but not which way they go. Amarok mentioned a pair of tracks but I see nothing about a pair of tracks, just that tracks exist.

    We've got the corpse of death worm and perhaps a riddle of how it died.

    Is it our job to figure out which way to go next, or do we have a clue about that and our job is to figure out how to get past obstacles in the terrain?

    As usual, I'll be working this morning so I'll contribute something in the afternoon, assuming I have a better idea of what we need to do.

    Liberty's Edge

    Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

    The tracks lead up the spire, and there was a second, slightly easier spire we could climb to get to the same place.

    This is basically the chase scene in the second Lord of the rings movie, except we are chasing the bad guys to retrieve some gems instead of two hobbits :)

    And these bad guys might be tired of the other bad guys and might want to join the good guys side.

    I think that's about it.

    Who volunteers to break their toe kicking a helmet like viggo mortenson?

    -Posted with Wayfinder

    The Exchange

    Male Human (Shoanti) Level 5, #-3

    Xûll kicks a helmet with such gusto that it goes sailing off into the sunset. He cries in anger to mask the pain. It appears his toe cracked inside his boot when his foot met domed steel object.

    Luckily, since the man playing Xûll is a writing and not acting, the only injury he risks is RSI.


    Dice Rolls | Tactical

    Top hole where you would have come out if you cleared the rubble, bottom hole where you came out of the death worm tunnel.

    You are traveling north, following tacks of the thief that took the sage jewels.


    Dice Rolls | Tactical
    SRD wrote:

    You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.

    Succeed- If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.

    Fail- If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.

    You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

    Influence Attitude: Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction.

    As Xull has mentioned, this will take 1 minute or 10 rounds. What the creature has told you is merely a PFS plot device to let you know you are still on the correct trail, i.e. Kafar and Nefti have been through here.

    Info that I know that you don't wrote:
    Temperamental and avaricious, the <> spends most of its time slithering through the sandy hills and desert cliffs that make up its territory, preying upon all creatures who dare to enter its hunting grounds.

    So long story short - retcon all your actions, this is a combat encounter.

    The Exchange

    Male Human (Shoanti) Level 5, #-3

    Heh. Sorry for starting it off. I figured he was willing to chat... since he was chatting. Ah, PFS, how I hate you. John, how I love you.

    Grand Lodge

    Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

    I could use some explanation of the current map. Xull is off to the right by something that looks like a cave. Is that a cave or is it the ramp he was going to climb? I assume that the hole thing to the south is what we came out of, right? And why is Xull not at the red star pulling us up? Did we not get to that point? Was Xull going to climb up over to the right on that cave looking thing, then return to where the red star is and start pulling us up but we got interrupted? Where are the tracks leading to on the map? Did they go up somewhere else? Why is Korasu way over to the left?

    I'm so very confused by that map.


    Dice Rolls | Tactical

    Added labels. Hope that clarifies.

    No idea why characters are where they are. I only move NPCs or characters that ask for a move.

    The Exchange

    Male Human (Shoanti) Level 5, #-3

    I assumed that thing was the ramp. The red star was the rally point where I intended to pull you all up. Since it'll take 2-3 rounds minimum for one of us (other than Korasu) to ascend the cliff - all the time without hands free, I figure we should just back up and make ready for a s#+% storm (or a sand storm, whatever comes first).

    Liberty's Edge

    Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

    Looks good to me!

    Something tells me that big ... thing ... isn't going to come down for me to skewer it...

    Well I guess we will see. :)

    Scarab Sages

    Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

    I was more refering to the last time Korasu got taunted into being a brave pathfinder, and was promptly attacked by the Sage of Plagues :P

    Falling gnomes fit, however.

    Grand Lodge

    Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

    I think it will come to us. It has basically trumpeted a challenge and told us it plans to run us off in a most violent fashion. If we hold back, which most of us kind of have to, it will come to us. Unless some fool brave pathfinder runs up on their own and engages it all by himself - then there might be a small delay.

    Sovereign Court

    Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

    Game mechanic question: Toorin can cast Enlarge Person now. It is a full round of casting time. Does the target have to be in range (30' for Toorin) for the full round he spends casting it or only at some point during the round or only at the end of the round?


    Dice Rolls | Tactical
    PRD, Casting Time wrote:
    A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
    PRD, Range wrote:
    A spell's range indicates how far from you it can reach, as defined in the range entry of the spell description. A spell's range is the maximum distance from you that the spell's effect can occur, as well as the maximum distance at which you can designate the spell's point of origin. If any portion of the spell's area would extend beyond this range, that area is wasted.

    So right before your turn the following round your target has to be in range or you lose the spell.

    Sovereign Court

    Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

    Thanks.

    Scarab Sages

    Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

    Did it move down any squares? I realize three dimensional combat sucks, but where exactly it is matters at the moment ;)


    Dice Rolls | Tactical

    Map updated. It moved downward 30' vertical feet.

    Scarab Sages

    Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

    Ok, If Korasu was 40' up the cliff, I *think* he can get to the thing with a 20' climb speed, but it's unclear from the way the map is done. If I can do a 20' move to be adjacent to it I will, otherwise, I'll do something else ;)


    Dice Rolls | Tactical

    Posted a spreadsheet for visualizing rock wall

    Scarab Sages

    Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

    I apologize for making some of the most complicated combat actions possible, but this is Mythic...

    On the other hand, this is going to make an excellent segue way to Shadow Dancer.

    The Exchange

    Male Human (Shoanti) Level 5, #-3

    Hey guys, been catching up on posts this morning and this one just had too many for me to do it justice. I will definitely get one in by 11am, but will aim for 9:30am.

    EDIT: The posts (15 of them!) weren't that beefy, so I found some time.


    1 person marked this as a favorite.
    Dice Rolls | Tactical

    First, for those of you that don't know, Xull is the best GM I have gamed with, even though he likes to kill my characters a lot. Almost a year ago, he came up with a great way to handle Chase Scenes over PbP. I have literally lifted about 99% of his idea here - so huge props to him!!!

    Instructions:
    For each check below, decide what you are doing and delete the check you don’t want to use.
    Add in your modifier for the 8 rolls you have left.
    If you wish to bypass an obstacle with a spell or other crafty thing, post that. Leave the spoiler in! It could be fun if you don’t even look at your own post, but at the least please don’t look at anyone else’s post until you’ve submitted your post.

    Mythic chase rules: Since this is super awesome no uber good, no that is not right either, oh yeah, its MYTHIC! we have some additional rules.

    Mythic Chase wrote:

    A mythic character can spend one use of mythic power once

    per round as a free action to do one of the following.
    • Against the Odds: Automatically succeed on one skill check or saving throw to overcome an obstacle. A PC must use this ability before attempting the skill check. Just keep the skill check description, but instead of rolling, write 'Against the Odds' where the dice roll would be.
    • Clear the Path: When a PC exceeds the DC for the skill check or saving throw to overcome an obstacle, he removes all obstacles from that square. Have the player describe how his character punches handholds in a wall, smashes down a barrier, brushes away caltrops with the shockwave of his leap, or similarly defeats the obstacle in a mythic fashion. After you post, look at your rolls. PM me what obstacle you want to remove and I will factor it in. That way we keep it private.
    • Implacable Pursuer: For the duration of the chase, the PC ignores all armor check penalties and any reductions to his speed as a result of wearing armor.

    Indicate this in place of one of the 8 skills checks.

    Please follow the link to the Google Doc and copy and paste the template I have prepared for you.

    EXAMPLE

    Here is the space for you to post your flavor text, complaints.

    Running with my best friends:

    High Ground!
    Perception, DC 22 : 1d20 + 0 ⇒ (12) + 0 = 12 -- There they are!
    Initiative, DC 18 : 1d20 + 0 ⇒ (17) + 0 = 17 -- Quick before they spot us!

    Steep Slope
    Climb, DC 17 : 1d20 + 0 ⇒ (14) + 0 = 14 -- Grab and drop
    Acrobatics, DC 19 : 1d20 + 0 ⇒ (11) + 0 = 11 -- Watch your footing

    Narrow Pass
    Reflex Save, DC 17: 1d20 + 0 ⇒ (8) + 0 = 8 -- Evade
    Strength, DC 17: 1d20 + 0 ⇒ (10) + 0 = 10 -- Break Free

    Cliff's Edge
    Acrobatics, DC 17 : 1d20 + 0 ⇒ (20) + 0 = 20 -- Narrow Surface
    Climb, DC 19 : 1d20 + 0 ⇒ (3) + 0 = 3 -- Natural Handholds

    Crack in the Mountain
    Strength, DC 20: 1d20 + 0 ⇒ (13) + 0 = 13 -- Brute Force
    Escape Artist, DC 22 : 1d20 + 0 ⇒ (14) + 0 = 14 -- Squeeze Through

    Quicksand Patch
    Swim, DC 19: 1d20 + 0 ⇒ (12) + 0 = 12 -- Get out of there
    Survival, DC 18: 1d20 + 0 ⇒ (1) + 0 = 1 -- Spot it first

    Natural Bridge
    Reflex, DC 18 : 1d20 + 0 ⇒ (4) + 0 = 4 -- Kafar's Marbles
    Will, DC 18: 1d20 + 0 ⇒ (18) + 0 = 18 -- Nefti's Enchantment

    Illusionary Wall
    Survival, DC 22 : 1d20 + 0 ⇒ (10) + 0 = 10 -- Trust the tracks
    Will, DC 18: 1d20 + 0 ⇒ (7) + 0 = 7 -- It's not real!

    The Exchange

    Male Human (Shoanti) Level 5, #-3
    GM_TheBobJones wrote:
    First, for those of you that don't know, Xull is the best GM I have gamed with...

    You only say that because one of your characters is 1 round of bleeding away from death.

    GM_TheBobJones wrote:
    ...even though he likes to kill my characters a lot.

    You only say that because one of your characters is 1 round of bleeding away from death.

    Man, that first chase seen was a hoot! Found the thread! The game board is here.

    Glad you like my chases. I think they're fun and translated well to PbP in the end.

    Looking forward to this one!

    The Exchange

    Male Human (Shoanti) Level 5, #-3

    Okay, got a few questions based on the regular chase rules.

    +2 for each 10ft movement above 30ft, yeah? -2 for below, too, I'm assuming.

    Can we attempt to challenge both obstacles on the card we're facing to move forwards 3 cards?

    Moving through cards is a move, action, right... if we don't want to face the card, can we use a full-round action to automatically get past (instead of spending a mythic point to pass it as a free action)?

    If we attempt the card and fail, do we roll again (because we're 'mired' in it) or keep moving?

    Or is this a simplified chase about gaining points?

    Can we take 10?

    Grand Lodge

    Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
    GM_TheBobJones wrote:
    It could be fun if you don’t even look at your own post, but at the least please don’t look at anyone else’s post until you’ve submitted your post.

    You could just have us PM you. Would that be better?

    The Exchange

    Male Human (Shoanti) Level 5, #-3

    Also, you need to look at your own post for Clear the Path.


    Dice Rolls | Tactical

    As for regular chase rules don't worry about this. A little behind the scenes this is about catching them before they get in the sanctum of sages. You have enough chase points that it shouldn't be a problem.

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