Shackled City (Pathfinder) - GM_Chris

Game Master Chris Shannon 719

This will be the Shackled City adventure path using the Pathfinder rule set. However, the existing deities (i.e. St. Cuthbert, Pelor, Wee Jas) will not be converted to similar Golarion gods.


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Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Atol agrees with Toffitt. It must be a clue to what comes next, rather than what has been. The mummy was clearly upset that we let his pet angel go, and the angel was not a rival.


Current Hero Points, Initiatives, & Perception checks sheet

Current Hero Points
Atol - 0
Dyrant - 3
Finneas - 2
Glimmil - 3
Toffitt - 2


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Do we max out at 3?


Yes.


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

3 is max.


Toffitt wrote:
Uncanny dodge works against invisible creatures. I assume that it also works when otherwise blinded?

Blinded:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Uncanny Dodge:
Starting at 6th level, an internal alchemist can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. However, he still loses his Dexterity bonus to AC if he is immobilized, or if an opponent successfully uses the feint action (see Bluff) against him.

A check of the boards gives mixed answers, but I would say no. Blinded is a seriously bad condition that causes you the penalty. Uncanny dodge is a class ability that lets you overcome specific situations. The uncanny dodge assumes a healthy character and addresses specifically if the attacker is invisble. When your stunned, you also lose your dextetrity bonus to AC. You couldn't argue that you don't lose it if your were stunned and attacked by an invisible creature.

In short, when the a rule specifies limitations, I'm going to go with those and rarely expand it. Also, in my opninion, being blind is much worse than being attacked by an invisible creature. When blind your footing, your balance, your ability to perceive cues, etc, are severely hampered. Not to take away from those other great senses (touch, smell, taste, and hearing), but sight is by far the most important one in melee combat. All these factors take away your ability to use your dexterity. Even if you viewed uncanny dodge as a superhuman spidey-sense, your ability to make use of that warning is hampered by being blinded.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs
GM_Chris wrote:
Toffitt wrote:
Uncanny dodge works against invisible creatures. I assume that it also works when otherwise blinded?

** spoiler omitted **

** spoiler omitted **

A check of the boards gives mixed answers, but I would say no. Blinded is a seriously bad condition that causes you the penalty. Uncanny dodge is a class ability that lets you overcome specific situations. The uncanny dodge assumes a healthy character and addresses specifically if the attacker is invisble. When your stunned, you also lose your dextetrity bonus to AC. You couldn't argue that you don't lose it if your were stunned and attacked by an invisible creature.

In short, when the a rule specifies limitations, I'm going to go with those and rarely expand it. Also, in my opninion, being blind is much worse than being attacked by an invisible creature. When blind your footing, your balance, your ability to perceive cues, etc, are severely hampered....

That's fair and understandable!


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

I figure it's worth mentioning, since it was a lot of damage (potentially 36 extra).

Did the basilisk smite Glimmil with 3 attacks that round? I figure it's worth pointing out that the abyssal basilisk:

SRD Abyssal Basilisk wrote:

Smite Good

Once per day, the abyssal greater basilisk can smite a good creature with a melee attack, dealing a +2 to hit and damage and an extra 18 points of damage.

Which is different smite from many other creatures, like that granted by the fiendish template:

SRD Fiendish Template wrote:

Smite Good

Once per day, the fiendish creature may smite a good-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is good, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.

I have no qualms if this is a super-uber basilisk for the extra challenge for our over-powered might, just pointing it out in case Glim dies!


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Incidentally, how awesome is it that the abyssal basilisk gets Blind-Fight to combat parties that try to even the odds with something like sleet storm, obscuring mist or darkness?

Evil!


Yes. I did choose to up the basilisk to fiendish. I blame some yahoos name Rand and Euan who taught me to have little regard for the mod as written.


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Me? How did I get dragged into this? I'm an innocent! Just following orders, yep that's me... just following orders. :)


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Check.

This is a scary lizard. I don't think all of Glim's efforts at defense will be enough to survive 3 more smites, let's hope the concealment saves him.


I didn't up the HP though, so only one hit needed. We'll see if the dice roller favors the party this morning. So far it doesn't look like it.


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Well...if it only took one hit then I got it if Doc didn't.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Level 11!

It'll will be tomorrow morning before I sort that out, off to tonight's tabletop game.

Oh Finn, good luck on the Reign of Winter PbP we both dot'd/app'd to this week. Others are welcome to pop in too if you have the itch for more gaming.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

What pray tell is the URL for said PbP? Intrigued!

It is a most intriguing level for Toffitt. Long years of attempting to settle a feud with inner demons have almost paid off, with unsettling consequences.

Level 11

Alchemist lvl 10
+7 HP
+1 BAB, +6 power attack (+9 two-handed)
+1 Fort
+1 Reflex
+1 4th level extract
+1 Acrobatics
+1 Fly
+2 Handle animal
+1 Diplomacy
+1 Knowledge Nature
+1 Perception

Disease and poison immunity

Discovery: Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.

Feat Undecided. Leaning towards Extra Discovery: Crippling strike. Sneak attacks do 2 points of Str damage. But also considering growing angel wings as another alchemicist discovery... Too cheesy? Or Improved Critical...?

Formula Echolocation


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class
GM_Chris wrote:
and level 11. Congrats and good job overcoming that Cuthbert foolishness.

Ah, c'mon, sure, it's all my fault, but who are you really going to blame? Atol. Obviously he's infecting others with his Atolness.

Totally not my fault.

I should have Dyrant updated by tomorrow.


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

NEXT LEVEL (11) (Cleric 10)
+7 HP (5 class, +1 favored class, +1 toughness) (total 78)
+2 skills (2 class, -1 Int, +1 Human) (Knowledge Religion, Perception)
+1 Feat (Quick Channel - we seem to need a lot of healing lately)
+1 BAB
+1 Fort save & +1 Will save
+1 Fourth level spell (usually Holy Smite)
+1 Fifth level spell (usually Flame Strike)

Not a very interesting level for Atol. More of the same Atolness with a side of area effect damage. :D

munch, munch


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Toffitt will now be begging the Cuthbertite for sleet storms, thanks to Echolocation.


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Level 11

+1 Barbarian
Resilience of Steel +1 (Ex) Gain bonus to AC vs a foe's critical confirmation rolls.

HP 7+2

Feat Extra Rage

+1 Perception
+3 Acrobatics

+1 Reflex
+1 Will
+1 BAB

Thanks Glimmil, Mark is a good GM and he runs a Nordic campaign really well.

Link


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

GM_Chris:
So, Mummification does take 30 days RAW. I assume we'll have 30 days after this mod ends, but if you're open to alternate ways of doing it that fit the campaign flow, I'd be open and grateful.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

+6 hp (4+1+1)

Spells: SM 6, True Seeing

Feat: TBD

+8 mad skillz:
+1 UMD
+1 Spellcraft
+3 Planes
+1 Know (arcana)
+1 Know (local)
+1 Know (religion)

I'll have the alias updated on the morrow.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Edit: Spells: SM6 and Dispel Magic

Feat: Split Hex

Now Cog and Atol/Finn/Aralynn will also be protected. For now, Atol Lanternbearer and Cog BraveGnomeCarrier will be standard protects.


There will be time for crafting and other activities if the party survives Occipitus.


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

If...


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Craigslist posting: Physician in search of dire tiger for life transforming experience. Feeling down? Let me Awaken you to new possibilities and get you back on two feet.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Level 11 : Paladin 10

+9 HP (6 class, 3 con) : 102 => 111
+3 skills (2 class, 1 favored) : +3 Acrobatics
+1 BAB
+1 Fort
+1 Will
+1 Smite Evil : 3/day => 4/day
+1 3rd Level Spell (usually Litany of Sight)
+1 Feat (Ride By Attack)

Cog's leveling still in progress.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

This website seems like a great resource for our Cuthbertites.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class
Doctor Abner Svengalu Toffitt wrote:
This website seems like a great resource for our Cuthbertites.

Lol. Nice site. Totally true. This one has me flummoxed:

"We may confidently suppose and be sure that your spirit will produce evidence and proof when the devil becomes God."


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1
GM Chris wrote:

Ulcers: There are ulcers on the ground at various points. Five to ten-foot-wide holes in the flat surface. A bubbling red liquid seeps from them and at other times foutains up. It looks and smells like blood. A pool 20' to 30' across surround each seeping ulcer hole. A pink mist floats above the pools where the ulcers fountain. The fountains reach as high as 40' with the mist reaching half that height

Shudder. Making homemade pizza tonight, and then seeing the map after this description... I am without words.


For those of you who know my son Jacob, he fell about 10' from a tree yesterday when a branch broke. He got about a 3 on his 1d6 of damage. Nothing broken, but he had some fluid in his abdomen so they kept him overnight for observation. No calls from my wife during the night so things are going okay. He should be out later today unless things change.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Crickey. Take care of the important stuff.

I pray for the best.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Wishing the little guy well, Chris.


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Most harsh! Just the bumps and bruises of growing up I hope and nothing more. Take care!


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Best wishes for the tyke!


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Oh man would Jacob fume at being called a tyke! :-) For those who haven't met him, Jacob's a really great kid. Comes from having good parents, I guess.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Yikes, glad to hear things sound OK.

Should we take this all as a hint to start investing some ranks in Climb?


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Hmmm, looked up tyke, it doesn't mean quite what I thought it did. I always thought it meant young boy, but apparently there are overtones of rude and boorish behavior. Which I suppose explains why that's what I got called all the time...


Just checked in on him. He's doing well and off the pain meds except ibuprofen. Didn't keep anything down yesterday, but apple juice and lemon ice hasn't come back up today. He should be out this afternoon.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Good to hear!


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Anticipating some possible questions about clay golems and Toffitt's regeneration abilities. The alchemist ability of Spontaneous Healing is Extraordinary, and not magical. In terms of RAW, I don't think it would be affected by the golem's cursed damage.

Spontaneous Healing (Ex) "The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day."


Going to disagree here. The word "natural" is in both the cursed wound and fast healing, which is what spontaneous healing acts like.

Golem: The damage a clay golem deals doesn't heal naturally and resists magical healing

Spontaneous healing: He can heal 5 hit points as if he had the fast healing ability.

Fast healing: Fast healing is just like natural healing.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

I agree with your disagreement. Well better to discuss now than later! :-) The other question would be whether the non-lethal part of ablative barrier would also be subject to the curse.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

On ride-by attack, I did find this picture for using it with a melee (non-reach) weapon.

Picture from ENworld discussion.

I think Glimmil was attempting the C-Line or F-Line charge with a reach weapon.


I missed that you were going for a demon.


Female :D Check out my fetching opercles!

Happy your kid is ok. :)


In case it wasn't clear I'm of the bubble view on protection from evil and summoned creatures. If you attack one, you're fair game to all. You keep the +2 to AC and saves though.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class
GM_Chris wrote:
In case it wasn't clear I'm of the bubble view on protection from evil and summoned creatures. If you attack one, you're fair game to all. You keep the +2 to AC and saves though.

I would argue differently:

1) PfE only protects against attacks from evil summoned creatures.

My Butt wrote:
"Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. "

I don't think the dino-jerks are evil.

2) That protection holds until you are attack that creature and then only that summon can attack you back. See above.

Then again, it's all good.


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

So I hold in my hands a tasty copy of Animal Archive.

This book must simply be allowed for our favorite member of the Cauldron Five (no, not Aralynn).

At the very least, Glimmil wants to start praying for... Sky Steed!


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

The dinos are evil if they have the infernal template, as an evil summoner is likely to summon.

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