"I hope so, all of the invisible dragonkin were accounted for," says Tal'ariel. Retrieving a wand and speaking an infernal-sounding word, she taps herself. Her wounds slowly start to mend. Wand of Infernal Healing.
"I had my doubts about you, Daniel, but you've dispelled them with your fierce hatred of these creatures. Lord Jarmaath spoke of you as a powerful divine warrior. We've been sent here to strike at the dragons and stop a powerful and dangerous ritual. Will you help us?"
HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11
Feeling the righteous energy reverberate through the pinned down hag, he stands up when it stops screaming.
"Daniel was it?" He cleans his hands off and goes to pick up the greatsword, "It is an honour to fight alongside one that Lord Jarmaath spoke highly of, and who wields such divine gifts."
Extending a meaty hand out, he looks toward Tal. knowing her after battle rituals.
"Do not take it the wrong way with her. She has more heart than that magic shows." He doesn't know much but that it is infernal, "We are here to defeat Tiamat's army and stop her rising." Bran looks around for a moment to listen, "She is the dragon goddess of the chromatics. I wish we knew more about this ritual but we can surmise it involves blood and despair."
Male Human Paladin 9| AC 24 T 12 FF 23 | HP 83/83 | F +12 R +8 W +10; Immune: Diseases, Fear, Charms | Init +1| Perc +13
Daniel takes Bran's hand and shakes it. "Daniel it is. Nice to meet you. I have a fierce hatred of all evil. I am here to stop the ritual as well. I was unable to make it past the dragon on my own and was searching for another way in when you dispatched it. My swords are yours to help keep Tiamat where she is."
Any loots from the bad guys? I will use 3 charges of Infernal Healing to get myself to full. I won't dare try that on Daniel, though. Can we CLW the rest of the party to full?
"Let's hope we didn't draw too much attention. Let's heal our wounds and search the area."
Infernal Healing heals at 10 points per minute, so it will be 3 minutes to get Tal'ariel to full.
Daniel is the only other one really injured, and he has eight uses of Lay on Hands left. Trellara can use the Wand of CLW if he wants to save some of those uses.
Do you want to take that time to search the bodies of the Blackspawn Raiders and their barracks and also search the kitchen? How much time? Where do you start?
Male Human Paladin 9| AC 24 T 12 FF 23 | HP 83/83 | F +12 R +8 W +10; Immune: Diseases, Fear, Charms | Init +1| Perc +13
Daniel looks around and says "If someone has a wand of cure light wounds I could use some healing. If not I can heal myself, I just won't be able to later. Let's search this hag and then take a minute to search the other corpses and barracks. No more than 5 total to search and catch our breath. We probably made enough noise to raise an alarm or ten.""
HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11
Bran nods, "There's not much worth searching I can imagine, let's make it quick and give Tal some time to get her second wind." The wrestler moves to Trellara, "I cannot thank you enough again, would it be too much to ask let of another favour? To help our new ally? We are so close and should we succeed we won't need such trinkets anymore."
The Night Hag wears a periapt around her neck. Hamailii suspects this is the Night Hag's Heartstone, which contains a fraction of the Hag's fiendish power. It could bestow some minor power upon another who wears it, at least until it fades as a result of the Hag's death.
Trellara uses the wand on Daniel while Tal'ariel's wounds slowly heal.
Even if not actively using Detect Evil, Daniel still feels a slight bit of discomfort... like a faint itch... as the infernal magic works on the elf. But he may know others who have used this spell without their hearts being corrupted.
CLW:4d8 + 4 ⇒ (7, 8, 3, 6) + 4 = 28Now 28 charges used off that wand, so 22 left.
During the time that you are searching the Night Hag and identifying the Heartstone, Daniel is healed, and Tal'ariel partly so (5 points healed, so at -25). Then the party hears sounds coming from the Southeast.
"Where to?" asks Trellara.
You can go down the stairs (where the Night Hag was headed), through the double doors to the east, or to confront whoever is coming. You have not yet had time to search the kitchen or the barracks.
There's not a ton of useful loot anyway, just some potions, and I think you guys have a lot of those.
Male Human Paladin 9| AC 24 T 12 FF 23 | HP 83/83 | F +12 R +8 W +10; Immune: Diseases, Fear, Charms | Init +1| Perc +13
Daniel nods and points to the doors to the east. He then walks over and waits for the others to gather and when everyone is ready nods to Bran to open the door.
Male Human Paladin 9| AC 24 T 12 FF 23 | HP 83/83 | F +12 R +8 W +10; Immune: Diseases, Fear, Charms | Init +1| Perc +13
I miss-read the post. I thought whatever was coming was through the doubledoors. I am for confronting the new threat. If there is time I will activate my divine bond on the gloomblade making it keen for 6 minutes.
Bran can tell by the sound that there are three, and they sound like more of the Blackspawn Raiders you fought before - not all that hard-hitting, but difficult to put down. They're going to have to be single file in that corridor, so you could bottleneck them in there by forming three wide (north-south) across the intersection. Only one of you needs to get to the intersection first to bottle them up, then two more could attack from the corners (albeit through cover).
Tal'ariel moves into place and blasts the lead Blackspawn Raider with a Snowball. Gold at -27.
Daniel moves into position and makes his sword keen.
Hamailii heals Tal'ariel with her wand. CLW:1d8 + 1 ⇒ (2) + 1 = 3
The lead Blackspawn Raider shouts and order.
Draconic:
"Go get the priests!"
Then he charges at Daniel, swinging his falchion.
Attack, PA, Charge:1d20 + 11 - 3 + 2 ⇒ (8) + 11 - 3 + 2 = 18
The next one in line moves up and uses his breath weapon, trusting in his ally's immunity to acid.
Damage:4d4 ⇒ (1, 2, 4, 1) = 8 Tal'ariel Reflex:1d20 + 11 ⇒ (18) + 11 = 29 Daniel Reflex:1d20 + 12 ⇒ (5) + 12 = 17
The last one takes off down the corridor and around a corner.
Round 1
Tal'ariel -22 (was a -25 when the fight started)
Hamailii
Daniel -4
Patrol (Gold -27)
Bran
Trellara
Bran, note that you could attack Gold around the hard corner with your sword, though at a -4. I will let you retcon your action and attack if you wish.
"Is there no end to them?" asks Trellara, as she heals Tal'ariel some more.
CLW:1d8 + 1 ⇒ (4) + 1 = 5
Hamailii uses Blessing of the Faithful on Daniel, giving his attacks a +2 sacred bonus for this round.
Tal'ariel quietly opens the door! What she does after depends on what she sees. Move action to open door. Stealth, Invisibility:1d20 + 20 + 20 ⇒ (18) + 20 + 20 = 58
Tal'ariel sees a corridor going north-south. There are no figures in the hall at the moment. There is a door across the hall and 20' north - she judges that this is the door she just heard close.
@Bran, the enemy attacked you and then took a 5' step back. So you can 5' step forward to attack twice, but then you will not be able to leave room for Daniel.
The Blackspawn Raider retreats back down the corridor and around the corner.
Tal'ariel:
You hear a click from the door. It sounds like they have locked it. She also hears some chanting. Spellcraft, Opposition, Door:1d20 + 14 - 5 - 10 ⇒ (18) + 14 - 5 - 10 = 17
Even despite the intervening door and the unfamiliar phrases, Tal'ariel thinks she recognizes elements of the Invisbility spell.
Okay, there is an odd rules interaction here. I am going to say that if you are not aware of an opponent, they do not provide a flank. Tal'ariel is invisible and neither Bran nor the Dragonspawn knows that she is there.
Round 4/5 Bran -20
Trellara
Hamailii
Tal'ariel (will be at -13 when her turn comes around)
Daniel -4
Patrol (Gold -77, White -65)
Tal'ariel is disappointed that the foes did not open the door to let the remaining patrol in. She decides it was time to give up the invisibility from her spell and strike.
After some time -- long enough for Invisibility to have worn off --- you burst into the room. There are two hobgoblin clerics, and after a short battle you defeat them.
But there were more than two voices before. Some must have escaped.
A secret door is found, leading deeper into the Fane of Tiamat.
Low on resources, the party falls back, out of the fortress and into the Wyrmsmoke Mountains. Killiar Arrowswift finds you; he has located a secluded cave that makes for a safe hiding place from the occasional wyvern-rider patrols.
The Stair of Stars glitters in the night sky, and Desna watches over you as you rest.
Each of you has a dream in the night.
Tal'ariel:
Your first dream is just Bran training you over and over. "Again! Good. With me! Like that. Again!" Somehow these lessons have sunk in even more than before, and you can now use the Opportunist advanced rogue talent.
Your second dream is of Immerstal the Red. The wizard looks at you, and tells you, "Flick your wrist. Like so." You do as he asks, and suddenly you are ten feet to the left. You now have the Shift power of the Conjuration subschool in addition to the Acid Dart power, as a 6th-level wizard. You can Dimension Door up to 15' as a swift action, 8 times per day, to a destination you can see. Note that you cannot attack after using this (since it works like Dimension Door), but it would work well for a quasi-Spring Attack (move+attack, then Shift).
Bran:
Your dream is of Kurgess. An athletic man, well-muscled with broken chains around his neck. "Lead them to victory," the Strong Man says. He gives a confident smile and nods to you. "You can do this."
You now can use the Inspiring Flex ability for 11 rounds/day. You can also use Martial Flexibility as a swift action to gain one feat, or as a move action to gain two feats.
Daniel:
Although she looks like a demon - a woman with black bat wings, veiled in shadow - you know this to be a vision of Kelinahat. She whispers, "My grace is with you," and then vanishes into the darkness. Your Gloom Blade can now conduct your Lay on Hands ability with a simple tap, as a swift action no matter the recipient. In addition, you can now use Lay on Hands as an 11th-level paladin, including a 9th-level mercy of your choice.
Hamailii spends a long time in prayer. Longer than usual. As the sun comes up over the Wyrmsmoke Mountains, she looks troubled.
"We cannot tarry any longer. The High Wyrmlord will complete his ritual tonight. We must stop him now, or all is lost."
Hamailii prays for spells to help all of you on this mission. As you return to the Fane of Tiamat, she casts several. "Let us make haste."
Hamailii then spends nearly all of her slots on preparing you for this assault. Her boon is that everything is Extended.
Bran, Daniel, and Tal'ariel each get:
Resist Fire, Cold, Acid, and Electricity 20 (28 minutes);
Bull's Strength (14 minutes)
Shield of Faith (+3 Deflection, 14 minutes);
Remove Fear (+4 Morale vs fear, 20 minutes); and,
Good Hope (+2 morale to attacks, damages, saves, skills, 14 minutes).
In addition, she casts:
Bear's Endurance on one of you (14 minutes);
Fly on one of you (14 minutes); and,
Align Weapon (Good) on one weapon (14 minutes).
Who gets which of these?
Trellara and Hamailii get Shield of Faith and Communal Resist Energy. Hamailii has one Good Hope remaining plus her any-spell from her bonded item. She has Extended Invisibility Purge active for the next 14 minutes.
As you blow past the trap at the entrance, the five heads of Tiamat fail to injure any of you.
---
Will move on in a bit... but that's a wall of text.
The blasts at the front door no doubt alarm numerous foes. However, now familiar with their tactics, you have Invisibility Purge active.
As the double doors open to the room where the zombie wyverns had been, you see five formerly-invisible foes waiting for you. A towering skeletal creature flanks one side of the doorway, while two hobgoblins have the other side, and two more hobgoblins are further back in the room. They flinch as the opening doors expose them to the aura of Hamailii's spell and they become visible.
Tal'ariel Planes:1d20 + 8 ⇒ (14) + 8 = 22
Tal'ariel knows the skeletal creature is a Bone Devil.
Round 1 - GOOD HOPE +2
Daniel
Tal'ariel
Trellara
Bone Devil
Bran
Hamailii
Warpriests
Trellara holds the Wand of Fireballs in hand, and looks to the party raising an eyebrow, knowing you are all warded against fire.
8d6 is an average roll of 28 damage, and you all have Resist Fire 20 plus very good saves, so anyone can tell her to fire away if you want her to.
Trellara fills the room with an explosion of fire. The fire fails to singe the Bone Devil, and Daniel avoids the effects entirely, but all of the hobgoblin clerics are burned.
Tal'ariel, isn't your Elven Curve Blade Goblin-Bane? I will apply that here as I don't think you did already. Another +2 to hit, another +2 damage that does multiply on a crit and another 2d6 damage that does not.
Tal'ariel dashes into place and strikes two goblins.
Bane on Red:2d6 ⇒ (6, 2) = 8So, since it was a crit... 24+14+8, plus the 35 he had before...
One is cleanly decapitated, and her sword cuts deep into the next, leaving him severely wounded.
The +2 to hit from Bane allows Cleaving Finish to land. Bane on Blue:2d6 ⇒ (2, 4) = 6So Blue takes 19+18+6, on top of the 13 he had before... 56 damage on Blue
The Bone Devil snarls, steps up, and tries to tear Daniel limb from limb.
Bite:1d20 + 14 ⇒ (5) + 14 = 19 Claw:1d20 + 14 ⇒ (10) + 14 = 24 Damage:1d6 + 5 ⇒ (6) + 5 = 11 Claw:1d20 + 14 ⇒ (7) + 14 = 21 Tail Sting:1d20 + 14 ⇒ (12) + 14 = 26 Damage:3d4 + 5 ⇒ (3, 3, 1) + 5 = 12 Daniel Fort, Good Hope:1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Daniels feels venom from the fiend's tail stinger enter the wound, but his stamina and holy blessing are enough to resist the effect.
Hamailii steps, draws her bow, and readies to shoot one of the hobgoblins if it tries to cast.
Made some last minute changes to my character sheet and decided to go for a rather different avatar photo. (The old one was too flamboyant, even though I liked the fact that it had built-in spectacles.) Will post in the thread shortly.
All squares on this map are easily passable, with the exception of the actual walls.
The underbrush is dense enough to fascilitate stealth checks (although hiding while someone is watching you is not possible), but not thick enough to provide difficult terrain or concealment.
HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune
Yulai gets hit once for 6 Damage, down to 42. (our FF AC is 17 on the ox with a shield). Updated the alias to put useful stats in the byline, didn't realize it hadn't been saved there already.
HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11
Just a couple questions here:
@Yulai: How humanoid / how fox-like is she in her standard shape? I'm just trying to figure if Bran would even know the difference or not.
@Red DM of Doom: The Strangler Brawler happens to remove the Improved Unarmed Strike ability (a pre-requisite for it's Grapple Tree); do you know if that is intended or not? There were talks about it supposedly replacing Brawler's Strike; though this is unsubstantiated.
I have Dirty Fighting to make up for it anyway, just wondering while I make a list of potential options for Martial Flexibility if I should bother parsing through the IUS options that don't use Maneuvers (ie: Deflect Arrows, Styles, etc)
I can see. That's a bit silly. Let's say it removes every part of the Unarmed Strike class feature, with the exception of Improved Unarmed Strike as a bonus feat.
HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune
@Bran - I'm flavoring Yulai's human form as what she thinks of as her natural form. She grew up in a human community, she was born in her human shape since her mother was in human shape, she grew up learning to be human first. I tried to reflect this in her choices throughout, so she speaks flawless Varisian/Common/Elven/Senzar but lost the foxlike agility.
Meanwhile to give her an explanation, her oracle vmc curse is wrecking mysticism, and one day Yuki the talking fox showed up to explain that she had a great and glorious life ahead of her as a paladin. As a result she's a bit dubious about embracing the magical fox idea since the usually end up with her doing something bravely stupid and nearly dying. She probably wouldn't have ended up an adventurer at all but she was in the wrong place at the right time or if you prefer she adores Yuki and wouldn't want to disappoint him even if he's a bit stuffy.
By this point she's a seasoned adventurer, and made some peace with being a kitsune, but if you asked her point blank and put her on the spot "What Are You?" she'd tell you "human" and mean it. She's just an interesting human.
Long term there's probably some kitsune somewhere that will eventually come along and convince her she's a fox too, but that won't be during this adventure so I'm not worrying about it too much because she's young yet.
Anyways, that's where I think of her, in terms of mechanics her human form is stupidly good for level 4. She gets +17 on disguise as a human, and stays in that form 99% of the time since biting things is pretty inefficient compared to shooting them with a bow and the only thing she loses by being a human
HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11
This entire time I thought Hellhounds were Religion instead of Planar.
Erm. That's a mistake lol.
@Red: I'm assuming H represents Hellhounds whereas the R are the Hobgoblin Humanoids correct?
@Yulai: Alrighty then, just wanted to see if Bran could tell the difference, but he would never actually be able to beat that as you can Take-20 with Disguise! Now I don't feel silly that he called you Human. Will be interesting to delve into what it means to be 'human' with you, as Bran himself was treated like a piece of meat and a weapon his whole early life.
This entire time I thought Hellhounds were Religion instead of Planar.
Erm. That's a mistake lol.
@Red: I'm assuming H represents Hellhounds whereas the R are the Hobgoblin Humanoids correct?
@Yulai: Alrighty then, just wanted to see if Bran could tell the difference, but he would never actually be able to beat that as you can Take-20 with Disguise! Now I don't feel silly that he called you Human. Will be interesting to delve into what it means to be 'human' with you, as Bran himself was treated like a piece of meat and a weapon his whole early life.
Cheers and thanks for the response :)
Religion is for undead. Thematically it's an easy mistake to make though, what with both deities and the planes being closely tied to alignment. It's not hard to see how you could mix them up conceptually.
HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune
I did not think through this whole ox riding + familiar thing in combat.
I have no idea if I did the right checks for ride there but I think I have to make two each round - combat and guide. If someone knows the RAW for riding cold please correct me when I get stuff wrong, I haven't done mounted combat in years. The plan was to get off the ox to fire arrows at things, but that doesn't work when ambushed.
Best laid plans, surviving contact with the enemy since...yeah
Quick rules question: if Tal moves through Bran's square, does that movement provoke AOOs from adjacent enemies or does it not due to soft cover? My understanding is that it would not provoke because of cover, but I'm fine with whatever ruling on this question.
*Edit* - I changed my mind. After looking over the rules again, I think Bran wouldn't give me soft cover since soft cover only applies to ranged attacks (and possibly reach attacks that use ranged attack rules).
I did not think through this whole ox riding + familiar thing in combat.
I have no idea if I did the right checks for ride there but I think I have to make two each round - combat and guide. If someone knows the RAW for riding cold please correct me when I get stuff wrong, I haven't done mounted combat in years. The plan was to get off the ox to fire arrows at things, but that doesn't work when ambushed.
Best laid plans, surviving contact with the enemy since...yeah
Ride simplified:
If you plan on using both hands, you need a DC 5 ride check to 'guide with knees'. It's a free action, but if you fail you need a hand on the rains.
Is the ox combat trained?
If yes: You need to do a DC 10 check as a free action to 'fight with combat trained mount'. If you fail, the mount cannot attack(only move).
If no: You need to do a DC 20 'Control Mount in Battle' check as a move action. If this fails, you can do nothing else this turn.
...
You can also chose to dismount as a move action. If you do this at the start of your turn, you can ignore all the above.
If you make a dc 20 ride check, you can dismount as a free action instead of a move.
As for your fox... Being a tiny quadruped, It can't really *ride* the ox in the same sense that a medium creature can. It can use Handle Animal while sitting on its back, though. (that's generally a move action for each command, DC 10 if the ox knows the trick)
Tal'ariel Rhuidon wrote:
Quick rules question: if Tal moves through Bran's square, does that movement provoke AOOs from adjacent enemies or does it not due to soft cover? My understanding is that it would not provoke because of cover, but I'm fine with whatever ruling on this question.
*Edit* - I changed my mind. After looking over the rules again, I think Bran wouldn't give me soft cover since soft cover only applies to ranged attacks (and possibly reach attacks that use ranged attack rules).
Also I think it's debateable if you get soft cover for being in the same square as an ally - i think it's only if you're actually *behind* the ally.
Just parsing the round here, a lot of stuff to keep track of:
Does Yulai's Ride bonus include her armor check penalty, btw? It says +8, but that might be 4 ranks +3 prof +4 dex = +11, and then -3 from kikko armor, and not counting the shield because she's usually using her bow?
Anyway, if ACP is included, she succeeds on guiding with knees but fails to Fight with Combat Trained Mount, if ACP is not included in the +8, then she fails at both.
The only difference is whether she keeps her shield bonus, really.
Her smite hits, and deals damage.
Bran hits, no crit though. The hobgoblin is still standing.
R1 wDC14: 1d20 ⇒ 14 - Success!
Isawa kills the one Bran hit, and trips both the others. In other news, which spells did you pick with Mystic Past Life, Magical Lineage and Wayang Spell Hunter? It doesn't say on your sheet.
Hi GM! Past Life is Color Spray, Jolt, Magic Missile, Mirror Image, Ray of Frost, and the traits are using Magic Missile. The idea is that (together with Spontaneous Metafocus) I can use the Toppling Magic Missile "at will" :) I apologize - It looks like Hero Lab doesn't put it all on the output sheet, so I will update manually.
Thanks for writing it up! I should really have checked through this stuff before I started the game, instead of doing it in the middle of combat, sorry.
That said, the traits can't reduce a 1st level spell to a cantrip through metamagic - there was a FAQ about it:
Quote:
“This trait was never intended as a way for you to actually lower a spell’s level. It was put in to allow you to reduce the increase from a metamagic feat. So, no unlimited magic missiles. I will see to it that the language of this ability is clarified soon and I will get this added to the FAQ.”
It's not 100% clear that that's what you were doing, but I thought I should post this anyway.
Wanted to double check something; do you agree that Tal'ariel as a Thassilonian Specialist has access to the base Conjuration school powers found here?
I think James Jacobs essentially says yes (you can't specialize in a subschool but you can get your base arcane school powers), but I previously did not add these powers, and therefore wanted to check.
Oh, I will probably get other metamagic feats (disruptive, vast, piercing, etc.) to use with the magic missiles. With the spontaneous metafocus feat, it's still a good use of my time :) plus, like Ierox said, I can also get some of the two-level bump ones instead.
Wanted to double check something; do you agree that Tal'ariel as a Thassilonian Specialist has access to the base Conjuration school powers found here?
I think James Jacobs essentially says yes (you can't specialize in a subschool but you can get your base arcane school powers), but I previously did not add these powers, and therefore wanted to check.
Hmm. That's a really good question.
Just reading the rules for it I'd go "no", but given that all the Thassalonian Specialists in Rise of the Runelords AE get to keep their powers, it's pretty clear to me that the answer is supposed to be "yes".
HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune
Red DM of Doom wrote:
Just parsing the round here, a lot of stuff to keep track of:
Does Yulai's Ride bonus include her armor check penalty, btw? It says +8, but that might be 4 ranks +3 prof +4 dex = +11, and then -3 from kikko armor, and not counting the shield because she's usually using her bow?
Anyway, if ACP is included, she succeeds on guiding with knees but fails to Fight with Combat Trained Mount, if ACP is not included in the +8, then she fails at both.
The only difference is whether she keeps her shield bonus, really.
Her smite hits, and deals damage.
Bran hits, no crit though. The hobgoblin is still standing.
R1 wDC14: 1d20 - Success!
Isawa kills the one Bran hit, and trips both the others. In other news, which spells did you pick with Mystic Past Life, Magical Lineage and Wayang Spell Hunter? It doesn't say on your sheet.
Yes it does include ACP, hero lab autocalcs that for statblocks. The ox is combat riding trained.
Just parsing the round here, a lot of stuff to keep track of:
Does Yulai's Ride bonus include her armor check penalty, btw? It says +8, but that might be 4 ranks +3 prof +4 dex = +11, and then -3 from kikko armor, and not counting the shield because she's usually using her bow?
Anyway, if ACP is included, she succeeds on guiding with knees but fails to Fight with Combat Trained Mount, if ACP is not included in the +8, then she fails at both.
The only difference is whether she keeps her shield bonus, really.
Her smite hits, and deals damage.
Bran hits, no crit though. The hobgoblin is still standing.
R1 wDC14: 1d20 - Success!
Isawa kills the one Bran hit, and trips both the others. In other news, which spells did you pick with Mystic Past Life, Magical Lineage and Wayang Spell Hunter? It doesn't say on your sheet.
Yes it does include ACP, hero lab autocalcs that for statblocks. The ox is combat riding trained.
Would you mind breaking down the math of the ride bonus for me please?
Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9
Did Iris and the ram hit the wounded hobgoblin, or just the ram?
Would Iris need to succeed at a fast dismount (Ride check) to be able to move past the leader without provoking an AoO (Acrobatics check) and attack him in the same round, or will the Acrobatics check suffice?
Digging into it, it looks like it's not calculating the shield penalty? Probably because the default weapon is the bow.
Ok, yeah if I uncheck the bow as default weapon it drops. That makes sense.
So it should be +6 with shield. Ok, that makes more sense and yeah os doesn't attack in that case but we do guide with knees and keep the shield bonus?
Thanks for checking my work - did I mention I'm bad at mounted combat?
Did Iris and the ram hit the wounded hobgoblin, or just the ram?
Would Iris need to succeed at a fast dismount (Ride check) to be able to move past the leader without provoking an AoO (Acrobatics check) and attack him in the same round, or will the Acrobatics check suffice?
Can combat trained mounts be flanking buddies?
Only the ram hit.
Mounts can definitely be flanking buddies, so long as they threaten the target.
As for dismounting, it technically leaves you in the mount's square. So if you want to move more than 5 ft. after that, you need to take another move action. So if you want to dismount + move + attack, you need to make the 'dismount' part a free action. And since you're currently within reach of B, you also need an acrobatics check to avoid AoOs for your movement.
Tal'ariel Rhuidon wrote:
I saw the map for a moment but now the new map doesn't seem to appear at the link. Anyone else having trouble?
I've noticed similar issues - I'll try a use a different site.
Yulai Sakura wrote:
Digging into it, it looks like it's not calculating the shield penalty? Probably because the default weapon is the bow.
Ok, yeah if I uncheck the bow as default weapon it drops. That makes sense.
So it should be +6 with shield. Ok, that makes more sense and yeah os doesn't attack in that case but we do guide with knees and keep the shield bonus?
Thanks for checking my work - did I mention I'm bad at mounted combat?
HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11
The dreaded GM Bane, the Grapple, possibly begins.
I have the information posted in the spoiler, but if you'd like some clarification, or handy trees, let me know.
Everything should be in order in terms of legibility.
Grapple: Infodump
Spoiler:
If this grapple is successful, we are both Grappled (with Bran being the Grappler and the Hobgoblin being the Grapplee.)
Grappled targets (other than Bran) take -4 Dexterity, -2 to all attacks and CMB other than to break a Grapple, cannot move, and cannot threaten.
Note: The reason Bran takes a -2 to AC, is due to the Buckler which doesn't occupy a hand but the hand is used in the Grapple, so you'd lose the Buckler AC.
As a Grapplee:
If you're grappled, you can try to break free as a standard action by:
A) rolling CMB vs CMD; or,
B) rolling Escape Artist against a DC equal to the opponent's CMD
Items that might alter your CMB and CMD: While grappled, remember that you at a -4 penalty to Dex. If you are holding onto a weapon with one hand and are humanoid, apply another -4.
If this succeeds, you can:
A) Break free and act normally
B) Become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can)
Alternately, instead of making a grapple check, you may:
A) Take any one-handed action
B) Make an attack or full attack with a one-handed, light weapon (or a natural weapon) at -2; you may attack any creature in reach (though you may not take AoOs)
C) Attempt to cast a spell by making a Concentration check with a high DC (DC 10 + grappler's CMB + spell level); if this check is failed, you lose the spell. Note that if you take damage while casting, you may be required to make another roll. The DC for this roll is per the damage rules: 10 + ½ the damage that the continuous source last dealt + the level of the spell you're casting.
Note: If you don't break the Grapple, Bran gains a +5 Circumstance bonus each turn to maintain it
Note: Humanoid means Humanoid in shape, not the creature subtype. So a Goblinoid hobgoblin still takes the -4 penalty to Grapple without both hands free for instance.
Humanoid is a type, not a subtype(goblinoids are still both kinds of humanoid), but I get what you mean.
He'll most likely just stab you or Iris, depending.
Thanks for the grapple primer. I think I understand it, but in my experience, it's when you think you understand something that you're really the most confused. So who knows. If I do something that seems sketchy, just yell at me.
HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11
A Grapple is basically disabling one arm (think like trying to arrest someone), we're in a tussle. When you're Pinned its a whole different story; that's when you have both hands disabled, in a more Greco-Roman Wrestling Fashion. In that position, you no longer threaten (as you can't even attack in a Pin).
Spoiler:
James Jacobs wrote:
Alexander Kilcoyne wrote:
Can a pinned creature or character make a full attack?
Nope, because one of the things that happened when you are pinned is that you are VERY limited as to what actions you can take. Most importantly, you can't attack if you're pinned—in order to attack, you first need to escape the pinned condition. So... no. If you're pinned, you can't make a full attack.
It seems to me like it should either totally restrict attacking outside of the grapple, or you should be able to make one-handed AoOs with the normal penalty for attacking outside a grapple.
It's also wierd that both of you can now do stuff that normally provokes aoos, but won't be able to AoO each other, because you're grappling.
He could drink a potion without provoking an AoO from you, for example.
I'm not saying the rules are wrong, I'm just saying they're wierd. Just how it goes.
HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11
Aye I can see the weirdness. Part of it is that Grapple is traditionally more of a Monster thing, and they use tentacles, tails, roots, and other weird things; that is where some of the weirdness comes from.
HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11
Oh! If the commander goes unconscious as a result of the Nonlethal Damage, Bran will switch to a One-Handed Grapple (-4 Penalty) as a Free Action to regain his Shield Bonus.