| Vallisa |
sorry about the delay guys. I was having issues being able to see my character sheet.
I was already outside the wagon and invisible. I begin beating my Goblin Fire Drum. perform percussion: 1d20 ⇒ 10 to beat a DC 12 for the enhanced Fireball attack.
If the drum roll is successful then I will attack with my fireball from hell between the big guy in the back and the dude just to the left of him. Enhanced Fireball: 10d6 + 20 ⇒ (1, 2, 1, 6, 2, 5, 4, 5, 3, 6) + 20 = 55
If the drum fails I will still throw the fireball just wont be enhanced. Fireball: 10d6 + 10 ⇒ (5, 4, 2, 3, 2, 4, 6, 5, 4, 3) + 10 = 48
Have a taste of this if you want to play with the big boys!
| Riva Sarjenka |
Riva is forced to shield her eyes from the intensity of the blast.
Looks like you didn't include your +5 Charisma modifier on that Perform check. Vallissa. With your roll of 10, you got 15 total, which means you do 55 damage to everyone in the area of effect (or 27 for those who make their saves). In the future, maybe just roll the damage once, and deduct 10 from the total if you fail the Perform check.
GM, since her drums are magical, do they also count as a masterwork instrument, granting her a +2 to Perform (percussion) checks? If so, then she would be rolling with a +7 rather than a +5.
FYI guys, until she stops playing those drums (a move action for her each round) mundane and magical fire effects deal +1 damage per die (max +10). Use 'em if you got 'em.
Also, all unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist's fire, and fireworks within 30 feet of her also have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start her turn as long as the playing continues.
| Riva Sarjenka |
From what I undertsand, it's not so much flammable objects so much as alchemical incendiaries.
Since higher rolls are generally considered better, things ignite on the LOWER end of the number spectrum, right GM? (I suppose it doesn't matter which end you use, but I'd like to know in advance.)
"Surrender now and be spared their fiery fate! Don't bother running, our magic is much too fast for you, bandit."
| Powergaming DM |
From what I undertsand, it's not so much flammable objects so much as alchemical incendiaries.
Since higher rolls are generally considered better, things ignite on the LOWER end of the number spectrum, right GM? (I suppose it doesn't matter which end you use, but I'd like to know in advance.)
"Surrender now and be spared their fiery fate! Don't bother running, our magic is much too fast for you, bandit."
It is alway the lower end for percents. As least for me
"What and be hanged. No thanks."
The remaining bandit starts running. Moving 120 feet to the East.
| Riva Sarjenka |
There's some pretty simple rules for chases in the GameMastery Guide if you want to use them.
| Powergaming DM |
Make a DC 20 perception check.
You see the bandit make a hop in an odd place. You see a covered pit trap.
Make a DC 18 reflex save or fall into a covered pit trap. It is 5 feet deep and has a layer of sticky tar on the bottom. Make a DC 18 Reflex check or become entangled. An entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (DC = 18).
| Powergaming DM |
You manage to clear the pit. The bandit keeps runing.
Looking here a good way to reslove this is an opposed Dex check
bandit dex check: 1d20 + 1 ⇒ (19) + 1 = 20
| Riva Sarjenka |
You're not even going to give the rest of us a chance to pursue? I'm pretty sure the rest of us are capable of running after him too.
Perception Check to spot the trap: 1d20 + 11 ⇒ (3) + 11 = 14
Reflex save to avoid the trap: 1d20 + 8 ⇒ (10) + 8 = 18
Reflex save to avoid entanglement: 1d20 + 8 ⇒ (18) + 8 = 26
| Toran Silvercloak |
Toran catches up to the bandit, his gasps for air creating mist in the cold night, Really? Well it could be worse, you could have been killed by the fireball like your friends. In the meantime, I think you'd best start talking very quickly, since I can't speak for the others but I don't particularly enjoy being attacked as I travel, or at all for that matter.
Intimidate: 1d20 + 6 ⇒ (16) + 6 = 22
| Riva Sarjenka |
Moments after Mal apprehends the fleeing bandit, Riva approaches from behind with such Elven grace as appear to be gliding over the terrain rather than walking.
"Perhaps you can avoid the hanging if you cooperate and tell us everything you know about the other bandits in the area."
Despite her offer, Riva's pale skin, ghostly grace, dark robes, and menacing tone grant her quite the frightful appearance.
I guess you guys can be the stick, and I'll be the carrot.
Diplomacy check: 1d20 + 20 ⇒ (10) + 20 = 30 to change the bandit's attitude.
| Riva Sarjenka |
Was I able to change his attitude, GM? Seems like you don't respond to half my posts/questions sometimes.
"We are the only "bandits" in the area. You think we would attack with only 6 guys if their were more of us?"
Sense Motive: 1d20 + 0 ⇒ (20) + 0 = 20; Does he sound sincere?
| Riva Sarjenka |
My own company? Preposterous! But what if this vermin's words hold true? Could it be that they were buying stolen goods unawares? I've vetted every one of them myself--none could be so stupid as that. Besides, I supply them with everything they need to perform their duties. No, he must be lying.
Appearing surprised at the brigand's pronouncement for only the briefest of moments, Riva's expression transforms from a serene countenance into one likened to a raging dragon. She slaps the bandit hard across the face before turning* to face Mallichatti.
"I think I've heard enough of this villain's filthy lies. He's your man now, Mallichatti. Do with him what you will."
Sense Motive: 1d20 + 0 ⇒ (16) + 0 = 16
| Toran Silvercloak |
Toran tilts his head for a moment as he makes the connection.
Wait, Riva, did you know about this? How much control do you have over them?
Sense Purpose for the bandit: 1d20 + 8 ⇒ (8) + 8 = 16
Sense Purpose for Riva: 1d20 + 8 ⇒ (7) + 8 = 15
| Riva Sarjenka |
"Like all those who work for me, they are interviewed and vetted; undergoing basic investigatory background checks long before I consider hiring them onto one of my teams. After that, I generally leave it up to the district managers to give out assignments and monitor ongoing work progression. I receive weekly reports from said managers and pass down new directions as needed. It is an efficient system that leaves me free enough to handle more important matters."
Riva glares at the bandit captive.
"The Brothers are intended to serve the people of Caerulus in matters of security and protection; if there had been any problems with their activities, I likely would have heard about it from the citizens, or one of my managers. The fool is clearly mistaken, or lying. Perhaps one of his ilk managed to get his hands on a Brothers' uniform. Or perhaps they didn't realize the property they were purchasing was stolen."
| Mallichatti Cervagio |
"Right, right." Mallichatti says as he starts manhandling the bandit into bindings before dragging him away. "Another time and place. Once you're more comfortable, talkative and the blood isn't rushing through you to make you less sensitive to pain.
| Ravingdork |
That was more to myself than to the bandit..more of an internal thought
Oh I know, I was just saying that we dressed our wagons up to look more like a common merchant's than that of the city's leaders, the better to lure the bandits to us; there's no reason to think that they thought they were attacking city officials.
Also, in-game thoughts of characters are best shown in italics. It's a great way of sharing character motives and intent to your fellow players when it may not otherwise be immediately obvious.