Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

heading to the baseball game, I won't be on much.


Accounting all the goblin loot:

1. First Goblin Ambush – 57.76 gp / share = 19.63 gp

2. Goblin Archer above Cave – 146.43 / share = 24.41 gp

3. First Goblin Cave – 208.31 / share = 34.72 gp

4. Goblin Hoard – 694.63 / share = 115.77 gp
Kalim got spear free for soloing that Darkmantle. Buckler cost is 500 gp

5. Antipaladin Goblin Bandit Cave – 17,352.41 / share = 2892.7 gp
Magic to buy with your share of the loot
+1 boar spear, medium-sized – free presented to Kalim
+1 buckler, medium-sized – 500 gp – Karnog
+1 Heavy Mace – 1000 gp – Vatilda
+1 Scimitar – 1000 gp – Sheyan
+1 Bastard Sword – 1000 gp – Malcolm
+1 Spear, cold iron tip/head – 1000 gp – Kalim
+1 Battleax – 1000 gp – Argrim
+1 Warhammer – 1000 gp – Karnog
Mithral chain shirt – 500 gp – Karnog
+1 Cloak of Resistance – 500 gp – Kalim
1 pair of Boots of Enduring March – 750 gp – Sheyan
1 pair of Claws of Ice Bear – 650 gp – Argrim
1 Cap of light – free
1 Phylactery of Faithfulness – free – Karnog
1 pair of Armbands of Brawler – 250 gp – Argrim
Carved ivory scroll case, waterproof – 110gp (it’s waterproof) – Kalim

Grand total of all 5 – 18265.94 / share = 3076.59 gp

Available consumables
Wand of CMW (17 charges) – Karnog
(2) black and red fletching arrows are animal bane – Argrim
(7) +1 bolts - Malcolm
(6) +1 shortbow arrows - Argrim
1 scroll CLW

Potions
24 (= 4+1+4+15) CLW – 4 each of the 6 characters
4 CMW
1 vial - antitoxin
shield of faith
bless weapon,
endure elements- fire,
endure elements –cold,
bull strength,
bears endurance,
delay poison,
jump,
prot. from good,
prot from law,
remove disease,
remove curse.

Other gear
Darkwood buckler, darkwood short bow (12 arrows in quiver), 4 MSW daggers, 6 mundane daggers, 1 MSW heavy crossbows, 4 mundane crowbars, 3 papercandle fireworks, 2 skyrocket fireworks,

Claimed
Malcolm - 1 Msw Lgt. Crossbow,
Vatilda - 2 shard gels
Argrim - silver dagger

Since no one wants anything else, Argrim will take the Armbands of the Brawler, too. Waste not, want not.

I've updated the spoiler. Anything that is not specified is in Argrim's Haversack.

cheers


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

I will take the Cap of Light.

If I want the Potion of Bulls Stregth and the Vial of Antitoxin, what is my charge off of the total share of 3076.59?


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1
Malcolm Cavendish wrote:

I will take the Cap of Light.

If I want the Potion of Bulls Stregth and the Vial of Antitoxin, what is my charge off of the total share of 3076.59?

OK and Nothing. Consumables are no charge.

cheers


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1
Argrim wrote:
Can Argrim wear a buckler and keep his hand free for Crane Wings?

bump?


Evil GM
Argrim wrote:
Argrim wrote:
Can Argrim wear a buckler and keep his hand free for Crane Wings?
bump?

Is there a FAQ on this?


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1
baldwin the merciful wrote:
Argrim wrote:
Argrim wrote:
Can Argrim wear a buckler and keep his hand free for Crane Wings?
bump?
Is there a FAQ on this?

I don't think so, I'll look.

cheers


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

I would assume you could wear it, but if you are receiving an AC bonus from the buckler... your shield hand does not qualify as a the required "free hand".

relevent phosphorus post

EDIT:When you are using Crane Wing, you lose the AC bonus of the buckler... is my assumption.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Cool thanks Vatilda.


Evil GM

Vatilda: Thanks for finding that.

You would lose the AC bonus of the buckler and not be allowed to use the free hand for anything else, such as attacking or grabbing something with that hand, that round.


Evil GM

Has everyone leveled up and rolled their HP in the discussion thread? Just making sure everyone is good to go.


Male Orc Druid 10

Oh, my bad. Got sidetracked

1d8 ⇒ 5

Average +1 haha, I'll take it

Oh btw I'm using this level to get Teima the same level as Kio. I'm going to keep them fairly even with Kio always having the advantage at odd levels since he's the combat one


Male Orc Druid 10

I'm on the road, feel free to roll for me


Evil GM

It's my gaming night so I won't be on till tomorrow.


Evil GM

I'm swamped today so I won't be on till late afternoon or so. I'll take the melee orcs actions then.


Evil GM

I couldn't log on last night it looks like the site was down. I'll be offline until the evening.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

ditto on the site issues.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Yep, down since last night...


Evil GM

The site crashing the last couple days really stinks.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Baldwin

I'm confused how the archers can target Argrim. I thought that they would have to target the specific and correct square in which he's standing, in order to even get the 50% miss chance. If they don't target the specific and correct square, then they just miss. Argrim has been stealthily moving, so I don't understand how they could be selecting his square.

If it's not like this, then we can just randomly shoot in a room and 50% of the time we would hit the person invisible, right?

cheers


Evil GM

Initially the archers saw the group in RD 1 before the obscuring mist. The spell does not refer to needing a specific hex. There is flat 50% miss chance (total concealment) for creatures farther than 5 ft away. I've been rolling that. So if the roll was 50 and under the arrow would have hit a random empty hex as you suggested. I added the additional randomness as to who was being attacked, so no one PC was being singled out. You have total concealment, not invisibility. He is randomly firing into the mist.

obscuring mist, pfsrd:
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Here's the relevant quote from the OGC: "You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies."

Total Concealment

Total Concealment:
If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).


Evil GM
Argrim wrote:

Here's the relevant quote from the OGC: "You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies."

Total Concealment

** spoiler omitted **

And he successfully attacked and rolled his 50% miss chance thus he succeeds.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1
baldwin the merciful wrote:
And he successfully attacked and rolled his 50% miss chance thus he succeeds.

My point is that the archer had no way of knowing that Argrim was in square F12 when it was the archer's action. In order to have the opportunity of a 50% miss chance in total concealment, the archer needed to target square F12. How could the archer have known to target the specific square F12 vs. all of the other squares in the mist?


Evil GM

Why wouldn't he think you'd be in the square he is firing at. Why fire at the square if he doesn't think your in it? He plugging away at sections, he has height, the mist is only 20 feet, he is shooting thinking the enemy is where he is aiming.

I split the arrows and didn't go after a single target. There was an attack roll, you gained the 50% concealment which was rolled, and there was an element of randomness so one PC doesn't statistically take the focus of an attack.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

First, please read this email in the most non-confrontational tone as possible, because that is the intent.

I believe that you are missing my point and the game mechanic of total concealment. Let me walk you through the sequence of events.

1. The orcs saw us sleeping, so the archer knew which squares that we were in.
2. They shot us with arrows.
3. Round 1 Sheyan casts Obscuring Mist.
4. Archers act before everyone in Round 2 and shoot us. They cannot actually target us, [url=http://paizo.com/campaigns/RappanAthukSetInNirmathasGolarion/discussion&page=12#572]as per this rule,but they can target the squares that they last saw us and roll their 50% miss chance. Argrim is in C10[/url]
4. When Argrim took a 5 foot step in Round 2, he is no longer in the square that the archer would be targeting. Therefore, if you randomly choose to shoot at Argrim, the archer would rationally target his original square C10 and automatically miss. There's no miss chance, because the archer must target a specific square in order to shoot him. My point is that I do not think that the archer would be able to track Argrim's square, in order to shoot at him.

These total concealment rules are the same as if everyone had been turned invisible, as long as they stayed within the non-border squares of the mist where the concealment is only 20%.

It's late here, and I've got to go coach my daughter's soccer team at a tournament all day tomorrow, so I won't be on until late Saturday night at best. Please understand that I think that you are great GM running a great game. I wouldn't push this issue if I didn't think it was important.

cheers


Evil GM

Argrim I don't see your post as confrontational you've put forth your position; likewise, I've put forth my position.

Under your position there could be 20 archers peppering the mist and they would not hit. I believe, I've made a decision according to rules and game mechanics.

Let's move on.

Good luck with the tourney.


Male Orc Druid 10

Rules Question: When you flank somebody, you get a +2 to hit against them. Do you also get a +2 to combat maneuvers? (such as trip)


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

I'm not sure about feint, but yes... the other combat maneuvers do benefit from the +2 to hit flanking bonus.
(and if your flanking partner can also trip, they can (if tripping is more valued than standard attack damage) use the aid another action to provide a total of +4)


Evil GM

Whenever making a melee attack, you get a +2 flanking bonus. For a trip it takes place of a melee attack, and +2 would apply.

Here is PFSRD on Feint.

PFSRD, Feint:

Note: Though the feint action is located here, near the rules for combat maneuvers, and while it seems like it might BE a combat maneuver, feinting is NOT a combat maneuver. The Paizo PRD is organized with the feint rules located in the same placement.

Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.

Feinting as a Move Action

With the Improved Feint feat, you can attempt a feint as a move action.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Tomorrow I'm flying to Nantucket for a week ...I'll have some access but a lot less. Feel free to DMPC as needed.


Evil GM

enjoy yourself.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Thanks. I'll still check in, but maybe as a DMPC he'll actually hit something!


Male Orc Druid 10

Ok cool. In that case I'll have Teima doing whatever she can to make sure Kio is doing good


Evil GM

I'm having laptop issues so I'm limited to my Surface right now and I don't have maptools on it.

I won't be on much today.


Evil GM

I'm out of the loop right now with laptop...I had to do a complete computer recovery deleting my hard drive and reinstalling the operating system. So, I will need a few days to reinstall my programs and get running with my laptop. I can still game some from my Surface but I don't have mapttools or herolab on those devices.

I'll try to get to get the next action in sometime today.


Male Orc Druid 10

ok, thanks for the heads up DM


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

That sucks!

Been there with my laptop as well.


Evil GM
Karnog Kegmeister wrote:

That sucks!

I had a few other choice descriptive words but yeh, that sucks pretty much sums it up.


Evil GM

Good news I have my laptop up and running but I don't have all the programs loaded yet.


Evil GM

computer update...I have maptools and hero lab loaded. I still need to import tons of data files into both programs, then see if some of my old charts are there.

I did get my dropbox up and running.

I'm without my microsoft office suite right now, I think those disks are at my office.

Hope to post something substantive tomorrow.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Sweeeeet...


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AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

I'm tempted to let Baldwin do Kalim's rolls more often!


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

First, please get this discussion out of the gameplay thread and in here.

Sheyan wrote:
Argrim, you either need to have a BAB of 5 or a monk level of 5 to have crane wing. and you need a BAB of 8 or a monk level of 7 to have crane riposte. Did you have this character in a higher leveled campaign previously?

Thank you for the questions. As Vatilda pointed out, Argrim is a Monk of Many Styles and can choose bonus style feats without prereqs. For his first bonus feat of Monk 1 at 3rd level, he selected Crane Wings. For his second bonus feat of Monk 2 at 4th level, he selected Crane Riposte.

cheers


Evil GM
Argrim wrote:

First, please get this discussion out of the gameplay thread and in here.

Sheyan wrote:
Argrim, you either need to have a BAB of 5 or a monk level of 5 to have crane wing. and you need a BAB of 8 or a monk level of 7 to have crane riposte. Did you have this character in a higher leveled campaign previously?

Thank you for the questions. As Vatilda pointed out, Argrim is a Monk of Many Styles and can choose bonus style feats without prereqs. For his first bonus feat of Monk 1 at 3rd level, he selected Crane Wings. For his second bonus feat of Monk 2 at 4th level, he selected Crane Riposte.

cheers

This is why I don't like monk dips as it tends to unbalance the game. I don't have an issue with straight monks but dips drive me nuts. I view the training and discipline as being super focused something that takes years of training, rather than waking up one day and being proficient in monk/martial artist training (especially if there was nobody around to learn or pick things up from.) That focus encompasses the character's early years. To challenge Argrim two melee foes have to hit him in the same round, or he gets peppered with arrows, or the introduction of spellcasters or he gets ignored in the battle. I know it's technically RAW, but this is the first time, and the last time that I will permit this type of dip. I know we discussed it during character building, so its fine for your character.


Male Orc Druid 10

Well according to the rules...yes that's totally allowed. But wow Paizo, that's a little powerful. Nothing I could say would be much different than the GM's, but that 'free deflect melee attack per round' that you can get at lv 2 essentially makes you invincible in a melee 1v1


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

This was actually a villain in Fangwood Keep that I just ran, and it is powerful, but not undefeatable by any stretch. You just need to gang up on the monk and attack with more than one ally per round,and hit more than once.


Evil GM

Powerful yes, undefeatable no but it does take more DM planning. The DM is not trying to defeat the player, or party, but appropriately challenge the entire group in order to keep everyone involved in the game. Likewise, some of the same tactics used to keep one character challenged will most likely overpower other group members creating a ripple effect. Right now that hasn't been an issue but I'm cognitive in keeping the game balanced for all.

From a gaming curve POV players generally focus on creating awesome kicka$$ super character using all the available resources they have at their disposal. The build combinations players come up with are creative and usually exceed anything the DM, who is focused on the overall game, can keep up with. This is especially true with all the "How to Guides/Labs" out there.

I usually don't have the time to tinker with various builds to see its true capability, I'm too busy creating the overall gaming experience rather than creating the perfect character. Of course, I have various methods to level the playing field to create a balanced game. Although often times there is a breaking point.

This has not happened in this game but generally players don't like to hear "no, I'm not permitting that" as they preceive that are being unfairly singled or the a$$hole DM either doesn't know or has chosen not to play by RAW. What is closer to reality is the DM is simply trying to keep it balanced for everyone in the group.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

I am sure that the GM will come up with a creative way to re-balance the game with the build in place. I know that I would.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

In a couple levels it will start being less effective.... more foes with multiple attacks. Ultimately it does little more than subtract one from the foe's "Foe number of actions per round vs Player group actions/round"

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