Serpent's Skull: False? Gods and Monkeys With Guns (Inactive)

Game Master Eric Sklavos

The continuing adventures of Cerberus, Jyord, Griff, Mik, and Zeromus.

Roll20 Map
Saventh Yhi

Scrying Spell has Been Cast


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Male Elf Rogue(Scout)4,Wizard3,Arcane Trickster3|HP64/64|AC22,20w/oShT15F19|Init:+11|Fort+6Ref+15Will+8|Perc:+15/ +17vsTraps|
Active Spells:

Oh, yeah, and fourth, Gunther, again you are misreading the rules. An invisible character generally can be spotted with a DC20 check if they aren't using Stealth or have other modifiers but you are conveniently ignoring the conditional modifiers. Please read the whole section before you quote the rules. If the invisible creature is using Stealth while moving, the DC is Stealth +20. Any sane, invisible assassin would be using Stealth to their advantage. To suggest that Goro should get a DC20 perception check to notice the assassin in stealth mode is just plain wrong. As for Goro getting a chance to notice the assassin's tracks is also incorrect. It was the middle of combat, Goro moved to the area of the assassin, was taking full attacks and never once took a standard action to look for tracks. Where in the rules does it suggest that a Ranger gets to make a survival check while in Favored Terrain to notice footprints as a free action?

While I am sad that Goro died by the assassin's Death Attack, the adventure was played properly and Goro was only allowed a Perception check (-2 for being sickened) verses the assassin's Stealth +20 DC (+40 if the assassin wasn't moving). It is unfortunate that Goro rolled a 3 to save verses death.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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D.M. quesions
1. How much time did it take us to walk (at Kieyanna's speed or 20' a move action) to get from the encounter back to our camp?

2. How many dowses of the Giant Wasp Poison did the assassin Halfling have on him?

3. what spell was used to make the illusion of the bones and ashes.
spellcraft: 1d20 + 20 ⇒ (9) + 20 = 29

3.b. Can Griff make an Intelegence check, or some sort of intuition check, to know if there was another assassin spellcaster who cast that Illusion spell? (if so you roll for me please)


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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Oh, as for a tank I think Kieyanna still makes a great tank, so keeping her around is a good idea.


Male Gnome Bard 16, Storyteller (aka DM)

1. About 30 minutes to get back, Kieyanna travels 30' with Travel domain.

2. 1 extra vile of Giant Wasp Poison was found on the Halfling

3.

Gimble wrote:
There is a pile of ashes and bone. Since Griff saw her with see invisibility he knows the ashes are definitely an illusion (DC11 Will save to disbelieve for anyone else who interacts with them). You're best guess is that it was a triggered effect of some kind combining a minor illusion with invisibility, but it wasn't something she cast herself.

You noticed with See Invisibility that she turned invisible and that she was damaged by the Fireball. She also didn't cast a spell that you could tell, as she was in the middle of casting Summon Monster. The action was triggered as an immediate action. You do believe the source was her though.

As for Kieyanna, we're bringing in a healer so I will not be playing her. I've got a fighter that I started in another PbP campaign that ended soon after. I'll be bringing him in to tank (shield and sword, two-weapon fighting) if you guys want me to do so.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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I have no idea what I just did to the map and I don't know how to fix it.... I am sorry...


Male Gnome Bard 16, Storyteller (aka DM)

The good news is that I can restore previous edits made.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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So... the plan.

We help take goro's body back to camp. Mik and Griff decide to attemmpt a smash an Grab on the spire. The first white line on the map is the travel path were Griff will fly over to the island carrying Mik. The x is the spot were Griff will cast reduce person, and invisibility, and Mik will cast fly and invisibility. then Griff will climb on Mik's back and use his fly spell's faster speed to move on the second white line. at the spire we will look for Gelik, and using see invisibility to help look snd look out for others. this is just a Mik and Griff run.


Male Gnome Bard 16, Storyteller (aka DM)

This shouldn't affect anything for a while, but I'm going to make a minor rules change to help push things along in the PbP format.

When using Restoration to rid yourselves of Paranoia, I'm going to make the material component only 100 gp in Diamond Dust from this point forward instead of 1000 gp (You guys have thrown enough gold at this thing), and there's no longer a failure chance as long as it's done back at camp. There's plenty of time to convince each other to accept the spell as long as you're at camp.


Male Gnome Bard 16, Storyteller (aka DM)

I've created a second Gameplay thread for Side Quests, so we can split communication. Here's the link:

Serpent's Skull: False Gods and Monkeys With Guns 2


Male Gnome Bard 16, Storyteller (aka DM)

Kat is almost done with her character, but still working on it. She'll be ready to join you guys after your excursion.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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Um... so do we make it to the X ?


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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I'm cool with the squeezing penalties, I mean Mik doesn't have much training in being ridden by another person. Nor do we have a proper sadle. Grijj will talk to Mik later about how it could be done. we could even switch places.

In the dungeon what is the lighting situation like?


Male Gnome Bard 16, Storyteller (aka DM)

The lighting situation is torch light as most of the Red Mantis are human. I'm not going to get into specifics but everyone can see fine. I'll let you know if that changes at all.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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Zao, are my blue lines what you wanted to encoumpas?
If not tell me and I'll change it or move it, or remove it.


Male Gnome Bard 16, Storyteller (aka DM)

I'll post tonight when I get home from work.


Appears Human

Happy Birthday, Benny!


Male Elf Rogue(Scout)4,Wizard3,Arcane Trickster3|HP64/64|AC22,20w/oShT15F19|Init:+11|Fort+6Ref+15Will+8|Perc:+15/ +17vsTraps|
Active Spells:

Happy B-Day, old man.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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BENNY!
Behold you're old...er.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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Gimble, I can barely see the Gaust could you outline it in pink or something to make it easier to see? Also zoomed in it is a very cool pic.


Male Gnome Bard 16, Storyteller (aka DM)

Readied Actions and Initiative:

For the most part what you said about readied actions was correct, but they don't lose their turn for multiple rounds. When a readied or triggered action goes off, their initiative changes. By the way not all the Readied Actions came from NPCs who had their Initiative at "Red Mantis B."

Here's a couple examples:

All examples will use the following Initiative (slightly simplified):

Agent A: Readies an action to fire his bow at the 1st enemy she sees.
Mik: Cowers in the corner.
Agent B Readies an action to cast a spell at the first enemy she sees.
Grape Ape Attacks.
ZAO
Griff

Example 1:

On ZAO's turn he attacks or casts without advancing through the Western hall and doesn't trigger any readied actions.

Griff doesn't trigger the readied actions either.

In this case, it's simple, the Initiative order does not change.

Example B:

On ZAO's turn he attacks or casts without advancing through the Western hall and doesn't trigger any readied actions.

Griff flies down the hall and triggers the readied actions. After the readied actions go off, Griff finishes his turn.

New Initiative Order:
Original Agent A Initiative Spot
Mik:
Original Agent B Initiative Spot
Grape Ape
ZAO
New Agent A Initiative Spot
New Agent B Initiative Spot
Griff

Since the readied actions went off during Griff's turn, their initiative moves to that spot, and since Griff's ends his turn after the Agents ended their turns (completed by the readied actions, the Agents' turns move to just before Griff.

Example 3 (What Happened in the game):

On ZAO's turn he moved in the hall where the Red Mantis were hunkered down triggering readied actions from both Agent A and Agent B initiative spots.

After the triggered actions went off, ZAO finished his move down the hallway.

New Initiative Order:
Original Agent A Initiative Spot
Mik:
Original Agent B Initiative Spot
Grape Ape
New Agent A Initiative Spot
New Agent B Initiative Spot
ZAO
Griff

All of the Agents whose readied actions went off moved their initiatives to right before ZAO, losing their former place in initiative and moving down the initiative order to where they completed their previous turn by completing their triggered action. In some cases the "move" in initiative isn't apparent, but in a technical sense, it did move, and in this case Grape Ape and the Blue Ranger should go before the Agents whose readied actions went off.

I hope this makes sense and clears up some of the confusion. Let me know if you have any other questions or comments. As always feel free to keep asking these questions. I tend to understand the rules better when I get the chance to explain them and there's always the chance that I've been doing something wrong all along.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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not wanting to slow the gameplay any further, but I noticed that Eido has a bite attack. would he have gotten an attack of opportunity on the rogue/fighter as he moved past?
Umm... also If I may make a suggestion to Zao, not sure what your current hp is at and I'm not sure if you have 3 ranks in acrobatics, or not, but you could be full defensive and then move past them.

At any time if Zao or Mik want to teleport away say so and we can leave and come back tommorow better prepaired an hopfully with more numbers.


Appears Human

You have done well to thin their ranks, but remember, this encounter as a whole isn't meant for just 3 PCs with some of their abilities diminished. Honestly, you've made your way further in than I expected.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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That's what I thought too.
also I know I'm behind a closed door but did I hear the fireball go off? It's not that important, but it might make Griff a little angry that someone else is using his spell.perception: 1d20 + 14 ⇒ (7) + 14 = 21 -5 door, and (whatever the distance is)

OOoo, Mik I found some goggles you might want the next time we get some money.

sniper goggles LINK


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

I'm thinking of retiring Zao for now at least. He was fun to play at tabletop sessions, his character being the strongest element. But that just seems lost in online play. This in addition to having redesigned him to be a support character and then losing 3 (including Badger) out of the 5 characters he was supporting have left me feeling very flat playing him.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Eric how would you feel about me making a new character? A nice meet shield for Griff perhaps.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Oh and the decision on intiative is fine. The rule is worded very poorly and I can see Eric's interpretation of it. Just seems to make readying an action quite powerful as it gives two actions to the 1/2 action that causes it, but that's just another maneuver for us to pull on them too so there's obviously no balance issue.


Appears Human
ZAO Zenkrikk Azler Oz wrote:
Eric how would you feel about me making a new character? A nice meet shield for Griff perhaps.

I have no problem with you re-rolling another character. A solid melee character would round out the party once Kat's oracle joins. It'd give that classic 4 party makeup for you guys. The same rules apply except run any non-core races by me first. You guys are pretty powerful as it is and some of the uncommon races are even more OP.

I'll go over Kat's stuff this weekend with her so she'll be all set when it's time. I'll assume ZAO stays in camp and is working with the chauru-ka unless you'd rather him do something else.


Appears Human

Just a clarification on race, anything that is 15 RP and under is ok. If you want to build your own race, 12 RP max and my approval.

See this LINK


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
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Zao please don't get angry with me, but I have extra time free, and I like the summoner class, and enjoy fiddling with it. Oh, what spirit do you fallow?

Alternate Eidlon sugestion:

I believe for this to work you would need to give up brood master.

Size: When summoned, a tauric eidolon is Small unless it spends 2 points from its evolution pool, in which case it is Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attacks 2 claws (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.

Free Evolutions
Claws, limbs (arms), limbs (legs) (2).
bought evolutions
size up to medium 2-points, claws 1-points, Large 4-points, fly 2-points, mount 1-point, Pounce 1-point

Eidolon ability score increase= +1 con. Feats; toughness, blind fight, weapon focus claw.

Ability Scores Str 25, Dex 15, Con 18, Int 7, Wis 10, Cha 11.
(4 claws) +13 (1d6+7 ) AC; 21

It'd have the upper torso of an ape, ant the body of a lion, wings of something. this build is only if you still wanted to use it as a mount.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Not to worry Coop, I wouldn't get mad at you pitching an idea. The Eido build looks great. But I really am just tired of playing Zao in this format. He was fun because he would yammer on endlessly at the table and then Mik would stare at him sternly. That relationships flux and growth was really interesting to me. Then he would hold his own in combat and back everybody up, which (I like to think) made you guys tolerate his personality. None of that really plays online, so I want to build something that does.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

That being said, any ideas you have for a front liner I am all ears. I'm leaning towards a monk/paladin of some sort. Maybe even a Champion of the Enlightened (formerly Irori) prestige class. I'm thinking something a little stranger though. Not necessarily optimized either, but at least solid.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Eric, thanks for the rule of thumb on race choices. I was debating between Aasimar or Tiefling perhaps, but might go far left field and make a Ratfolk (they're actually kind of terrible for what I have in mind, but the flavor is super nifty). I was wondering how you feel about allowing the combination of the Enlightened Paladin and Chosen One paladin archetypes? By RAW the combo is not allowed but there's no real overlap. Familiar would cancel out the Divine Bond on my fists and Smite Evil is replaced by the Personal Trial but is still delayed via the chosen one archetype. The idea of a Pala-Monk walking the road to self perfection guided by his familiar has a wonderful anime feel to me.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

WOW! That Champion of the Enlightened is truely b$+**'m. I'm not sure I could come up with something better, and any thing you would enjoy playing is best. (sugest 4-Monk, 2-Paladin, but that might be obvious.)
Just please not an elf, 2/3's of an elf is more than enough. :)


Male Gnome Bard 16, Storyteller (aka DM)

I don't see why the combo is not allowed. As long as you meet the requirements for the Prestige Class, it should be fine.

Ratfolk are cool. I've always wanted to try the Plague Bringer Archetype.

Character Creation Recap:

10th Level.

NO 3rd Party Resources - Paizo ONLY (If there's something you really want, run it by me)

Stats: 3 sets of stats, each set consists of 6 rolls of 4d6 (drop the lowest and reroll 1's and 2's).

2 Traits.

Equipment: 62,000 gp - No single item may cost more than 31,000 gp.

I'm probably forgetting something, but that's what I have for now.


Male Gnome Bard 16, Storyteller (aka DM)

If you're going to be a ratfolk Chosen One, are you going to have a cat familiar?


Male Elf Rogue(Scout)4,Wizard3,Arcane Trickster3|HP64/64|AC22,20w/oShT15F19|Init:+11|Fort+6Ref+15Will+8|Perc:+15/ +17vsTraps|
Active Spells:

I agree. One elf is enough.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Ok. It's coming together pretty quickly now. Looks it's going to be a SkinWalker 10 RP (like a way toned down Lycanthrope) Quiggong Monk 4 - Paladin 2 (probably no archetype) - Champion of the Enlightened 4. CMD and Saves from hell, high unarmored AC, solid Flurry of Blows with plenty of Smite-ability. Crappy skills in general with a specialty in UMD and Intimidate. All boar style feats (+2d6 dmg/rnd and 1d6 bleed, with unarmed strikes being able to be B, P, or S dmg type and a free Demoralize action), power attack, lunge, punishing kick, pummeling style. Still looking to tweak some stuff and finish off my gear. Should be done and ready for viewing by Monday afternoon.


Male Gnome Bard 16, Storyteller (aka DM)

Interesting. I like it. We'll bring you and Kat in around the same time, once these guys are done with their "stealth" rescue mission.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Couldn't do the familar route, despite really liking the concept. Champion of the Enlightened prestige class forces you to disband any followers, including familars and animal companions. Kind of a neat caveat actually.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

Are the new toons ready to meat the old toons? Did we level up? Has Mik finally washed the "red" mantis out of his hair? Are the Gods crazy for leaving coke bottles laying around? Is the pepsi challenge really challenging?

P.S. Zao I strongly suggest that you take blind fight. It's totaly worth it.


Male Gnome Bard 16, Storyteller (aka DM)

Kat is pretty much ready to go. I just need to transfer her character sheet to her profile, but we don't need to wait for me to do that to continue.

Benny, any idea how and where you want to come into play? You can email me if you want.

And yes, Blind Fight is an awesome feat. As you can see, it negates invisible sneak attacks.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,
Gimble wrote:
And yes, Blind Fight is an awesome feat. As you can see, it negates invisible sneak attacks.

Melee sneak attacks...and I tried to find forums or a FAQ that said otherwise, but instead I found a forum post that convinsed me that it does thwart inviso SA.


Male SkinWalker Monk 4, Paladin 3, CotE 4 [HP:108/108] [AC:22 T:22 F:19] [Fort:+15 Ref:+13 Will:+18 (+2 vs. Enchant)] [Per:+15] [Init:+3] [CMD:37]
Active Spells:

There's still a bit left to do. Had to make some changes as I came across different rules and what not. He needs his background finished up still and a name, as you can see, but he's 90% complete. Meet you new front liner.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Eric I'll update you on introductions via e-mail once I polish the turd that is my background. I'm finding really hard not to be cliché with this guy. That said, I can't see any reason a Pala-Monk couldn't be traveling with an oracle, if it works for Kat's concept and the sake of simplicity. Otherwise I was leaning towards him arriving in search of Goro.


Male SkinWalker Monk 4, Paladin 3, CotE 4 [HP:108/108] [AC:22 T:22 F:19] [Fort:+15 Ref:+13 Will:+18 (+2 vs. Enchant)] [Per:+15] [Init:+3] [CMD:37]
Active Spells:

Alrighty. Just the background and the equipment list to finish and he's all set. I like him, but let me know what you guys think. I'm open to suggestions and modification. And thanks for the blind fight idea, I think it was a good call.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

@Gimble; I was woundering if you are allowing Arcane Discoveries (LINK) ?
If so would it be possable to fiddle with my feats a bit? I could e-mail you the changes, or post them here.

@Cerberus Cain; Nice build... Have you been working out? I think because you're an effective 8th level Monk, you should get 2 secondary attacks with your Flurry of blows. Also... just pointing this out, but I believe you have too many ki points. If I'm wrong on the ki points awesome, because your going to be on my team. :) I haven't seen all of your gear, but I sufest a headband of wisdom+2, or+4 if you can swing it.
The devoted person who doesn't want to get punched by you. ;)


Male Gnome Bard 16, Storyteller (aka DM)
Griff Olar wrote:

@Gimble; I was woundering if you are allowing Arcane Discoveries (LINK) ?

If so would it be possable to fiddle with my feats a bit? I could e-mail you the changes, or post them here.

Email me the changes you want to make, and I'll take a look. I've made most folks wait until their next level to implement any changes. There are rules for retraining HERE.

Email me and we can discuss it.


Male SkinWalker Monk 4, Paladin 3, CotE 4 [HP:108/108] [AC:22 T:22 F:19] [Fort:+15 Ref:+13 Will:+18 (+2 vs. Enchant)] [Per:+15] [Init:+3] [CMD:37]
Active Spells:

There was some debate on the forums but it looks like they two ki pools stack and allow for wisdom x2 + 1/2 your monk and champion levels combined. Ninja specifically called it out differently when stacking ki pools and it would be odd for paizo to overlook on a prestige class that requires monk levels. But it's one of several rulings I was going to have Eric make when I e-mail. Otherwise I'm trading the 4th lvl of monk for a 3rd lvl of pally and getting my immunities to fear and disease as well as mercy. Most things I read as the harsher interpretation of the two. Good eye regardless. And my wisdom is as high as it is because of a +2 headband (good call).


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

@Gimble; Cool

@cerberus; Cool


Male SkinWalker Monk 4, Paladin 3, CotE 4 [HP:108/108] [AC:22 T:22 F:19] [Fort:+15 Ref:+13 Will:+18 (+2 vs. Enchant)] [Per:+15] [Init:+3] [CMD:37]
Active Spells:

Hey thanks Coop. I had my Flurry by level right, but after your comment I looked into it and realized my BAB was wrong. For some reason I thought part of going into a prestige class was getting screwed out of your additional attack based on BAB. *slaps head*

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