Sic Semper Tyrannis! (Thrune's Hell's Rebels Revived)

Game Master GM Aarvid

Rebellion
Maps

Loot Sheet

GM Screen:

Perception:
'[dice=Perception (Aldren)]1d20+1[/dice]
'[dice=Perception (Arcos)]1d20+1[/dice]
'[dice=Perception (Lubella)]1d20+5[/dice]
'[dice=Perception (Talvek)]1d20[/dice]
'[dice=Perception (Fhingle)]1d20+3[/dice]
'[dice=Perception (Sidius)]1d20+3[/dice]

Initiative:
'[dice=Initiative (Aldren)]1d20+4[/dice]
'[dice=Initiative (Arcos)]1d20+4[/dice]
'[dice=Initiative (Lubella)]1d20+4[/dice]
'[dice=Initiative (Talvek)]1d20+1[/dice]
'[dice=Initiative (Fhingle)]1d20+2[/dice]
'[dice=Initiative (Sidius)]1d20+6[/dice]


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Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

I could use some advice. Aldren kept his other third level spell slot open. If we are going into the proverbial lions den here, I think that’s a spell slot we probably need to leverage for this. On the other hand, if there is a strong feeling we should keep it open to try to look more for Rexus after this, I can do so.


Vitals:
(HP: 37/37; AC: 13[17]/12/11[15]; Perception: +9[+11] (Low-light); Init: +6; Fort: +3; Ref: +3 Will: +4; CMD: 14; CMB: +2; Speed: 30')
Male Human (Chelish) Witch 5 - Codename: Brakisi
Skills:
(Acro +2; Bluf +8; Diplo +6; Fly: +6; Heal +8; Kn(Arcana) +11; Kn(Hist/Planes) +10; Kn(Nature): +9; Lore(Silver Ravens) +10; Prof(Herbal) +11; SenseMot +1[+3]; Splcrft +13; Stealth +11; UMD +9)

Might be worth keeping it open - you can fill it relatively quickly (like while we loot bodies) if we suddenly find we need it. [Of course, if we walk into one huge nasty fight right away, then less so - so, let's hear it for scouting/intelligence gathering?]


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4
Sidius Consano wrote:
...so, let's hear it for scouting/intelligence gathering?

<Aldren volunteers Lubella> ;)


AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

Lubella can certainly scout ahead. Her main limitation is lack of darkvision (carry a light source tends to make stealth rather difficult).

Aldren Halfblood wrote:
I could use some advice. Aldren kept his other third level spell slot open. If we are going into the proverbial lions den here, I think that’s a spell slot we probably need to leverage for this. On the other hand, if there is a strong feeling we should keep it open to try to look more for Rexus after this, I can do so.

Magic Circle Against Evil is potentially useful, but there's controversy about how it works. The spell says "All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected." It's not entirely clear this refers to the protection against 'effects that are controlling them', or all of the effects of protection from evil, including the +2 deflection bonus to AC. I've had different GMs make opposite rulings.


AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

If Talvek casts Barkskin on himself, Lubella wouldn't mind borrowing his Amulet of Natural Armor +1 (which doesn't stack with Barkskin).


Tiefling Investigator (empiricist) 4/Swashbuckler (inspired blade) 1 | HP 46/49 | AC 22 Tch. 14, Ff. 18 | Fort +7, Ref +13, Will +4 | Resist cold/electricity/fire: 5 | Init +5 | Perception +16; darkvision 60 ft. | "Jackdaw"

Sure thing! Might be better to just keep it as you spend more on the front lines than Talvek does.


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

I updated the formatting of loot sheet a bit and, to the extent it may help the GM, also added 99% of Aldren's gear to help get a proper calculation.

Also added it to my status line so folks can click on it through there for now.


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AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

Added Lubella's gear (entered 0 for value of Silver Raven Figurine, since it's not really a personal item).


Forged Map | Rebels Map

One thing that may help the poor GM is having a spell and buff tracker on the sheet. Spells active/cast/expired etc. I have that on a few of my other games and it helps.

The other thing I forgot to mention, is that for a 6 player party, your effective party level is about 1 higher, so I am adjusting the CR up by 1 for some encounters. Usually just means adding an extra mook or something. So those are to ensure you are being appropriately challenged (and XP gained is appropriate etc)


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4
GM Aarvid wrote:
One thing that may help the poor GM is having a spell and buff tracker on the sheet. Spells active/cast/expired etc. I have that on a few of my other games and it helps.

I think I found one you were using and copied it to a new sheet/tab.

All, I went through the gameplay tab and I think I got everything, but wasn't sure how long Talvek's mutagen would last and am assuming the mage armor wand is at first level.


AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

Talvek's Mutagen will last 40 min (10 min per Investigator level). Lubella's Mage Armor Wand does indeed cast the spell at first level, so a duration of one hour.

@Talvek: Barkskin lasts 10 min/lvl (40 min), so now would be a good time to take the extract.


Forged Map | Rebels Map
Aldren Halfblood wrote:
GM Aarvid wrote:
I think I found one you were using and copied it to a new sheet/tab.

Perfect!


Vitals:
(HP: 37/37; AC: 13[17]/12/11[15]; Perception: +9[+11] (Low-light); Init: +6; Fort: +3; Ref: +3 Will: +4; CMD: 14; CMB: +2; Speed: 30')
Male Human (Chelish) Witch 5 - Codename: Brakisi
Skills:
(Acro +2; Bluf +8; Diplo +6; Fly: +6; Heal +8; Kn(Arcana) +11; Kn(Hist/Planes) +10; Kn(Nature): +9; Lore(Silver Ravens) +10; Prof(Herbal) +11; SenseMot +1[+3]; Splcrft +13; Stealth +11; UMD +9)

Is there the equivalent of a metamagic rod for Alchemist Extracts? Might be very helpful to get a "flask" of extend for Talvek. (Wouldn't mind the rod for myself and my mage armour, either - though really, now that I've got the levels, a second 1st level Pearl of Power would be cheaper -- though there's some debate as to which would be more flexible).


AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

I'm not aware of any "metamagic" for alchemy. Boro Beads are the alchemy version of Pearls of Power.

Lubella wants to get a metamagic rod of extend by 7th lvl, for use with Good Hope, which she will prioritize over Haste (it's that good — a fantastic party buff).

Lubella's Wand of Mage Armor is just to tide her over until the rebellion advances to rank 8: she'll use the Gift (armor or wand) boon to get a mithril chain shirt. That will probably be in something like 3 weeks of game time. In the mean time, others can use a charge or two if they need it.


Vitals:
(HP: 37/37; AC: 13[17]/12/11[15]; Perception: +9[+11] (Low-light); Init: +6; Fort: +3; Ref: +3 Will: +4; CMD: 14; CMB: +2; Speed: 30')
Male Human (Chelish) Witch 5 - Codename: Brakisi
Skills:
(Acro +2; Bluf +8; Diplo +6; Fly: +6; Heal +8; Kn(Arcana) +11; Kn(Hist/Planes) +10; Kn(Nature): +9; Lore(Silver Ravens) +10; Prof(Herbal) +11; SenseMot +1[+3]; Splcrft +13; Stealth +11; UMD +9)

There's both the Boro Bead and Preserving Flask -- which lets an alchemist keep an unused extract into the following day. It's sort of similar.

I agree that Good Hope is awesome - and nicely just under the level cap of a minor rod.


Tiefling Investigator (empiricist) 4/Swashbuckler (inspired blade) 1 | HP 46/49 | AC 22 Tch. 14, Ff. 18 | Fort +7, Ref +13, Will +4 | Resist cold/electricity/fire: 5 | Init +5 | Perception +16; darkvision 60 ft. | "Jackdaw"

Might be better to have separate tabs for individual gear, otherwise the list will quickly become very long and unreadable.


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

It is a lot but you can sort and filter. Also, updating the formulas to work across multiple sheets is something I could do but not quickly.


Vitals:
(HP: 37/37; AC: 13[17]/12/11[15]; Perception: +9[+11] (Low-light); Init: +6; Fort: +3; Ref: +3 Will: +4; CMD: 14; CMB: +2; Speed: 30')
Male Human (Chelish) Witch 5 - Codename: Brakisi
Skills:
(Acro +2; Bluf +8; Diplo +6; Fly: +6; Heal +8; Kn(Arcana) +11; Kn(Hist/Planes) +10; Kn(Nature): +9; Lore(Silver Ravens) +10; Prof(Herbal) +11; SenseMot +1[+3]; Splcrft +13; Stealth +11; UMD +9)
Aldren Halfblood wrote:
Sidius Consano wrote:
[dice=Perception]d20+11
The perception check is just for the beasties to see if they overheard Talvek’s whisper via the message spell. We still hear it automatically.

That was actually for the one from Saturday - just in case there was additional info to be gained, though the roll didn't really provide that. ;)


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AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

Aldren Halfblood wrote:
Question: Nauseated usually limits you to a single love action each round.

Is that something to do with Profession (Courtesan)? :)


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

LOL (and blush). I noticed that typo a couple hours ago (well past I had an opportunity to edit it) and was kind of hoping no one would notice but, yeah, if anyone was going to have that typo, it would be me with this character. LOLing. =D


Forged Map | Rebels Map

LOL - I thought that was entirely intentional.


Vigilante 4/Rogue (Unchained) 1 | HP 35 | AC 17 T 14 FF 13 | F +2 R +9 W +4 | Init +5 | Perc +8 |

Howdy folks, I'll be on a short road trip for a few days starting Thursday. I'll do my best to keep up with posting, but reception in the desert is unpredictable at best.


Forged Map | Rebels Map

Be safe and 'socially distant' - the desert sounds like a perfect place to be right now. :)


Vigilante 4/Rogue (Unchained) 1 | HP 35 | AC 17 T 14 FF 13 | F +2 R +9 W +4 | Init +5 | Perc +8 |

My thinking exactly! I'll be spending my first night camping in a ghost town, and from there the Mojave is my oyster.


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

The Slides app on my iPhone wasn't playing nice last night and didn't seem to actually update Aldren's position on the map when he moved back up the stairs. Corrected.


AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

I should point out that Lubella knows Liberating Command, so she can give an Escape Artist check (with a +10 bonus) to anyone who gets grabbed.


Forged Map | Rebels Map
Aldren Halfblood wrote:

I updated the formatting of loot sheet a bit and, to the extent it may help the GM, also added 99% of Aldren's gear to help get a proper calculation.

Also added it to my status line so folks can click on it through there for now.

FYI - I updated the loot sheet link at the campaign top as well.


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

Cool! Thanks.

Also, for this combat, since Aldren is plopped right smack between the baddies in initiative and to avoid slowing things down, just have him delay until after the big one goes. For his Round 3 turn, I think he's sickened, so he'll actually be able to do something, but it doesn't seem like it'll be too critical to have him go before the big one.


Forged Map | Rebels Map

Will do. I was thinking the same.


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4
Fhingle Nib wrote:
Fhingle remains bottle necked at the top of the stairs, his allies wounded and possibly dying Fhingle cannot press forward till others move.

Fhingle, take this with a grain of salt, but if the one fighting Lubella is either dead or grappling her, it’s probably not threatening the squares along the west wall (I haven’t memorized an otyugh’s statblock), and you can move through friendly squares. So... you probably can move in.

Edit: Sorry, just saw your movement may be as little as 15’, which may make it impossible after all I thought mine was bad at 20’


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

No worries, I had it all mapped out then realized that I would be going through threatened spaces so I cannot just pass by. I guess I could squeeze but then my movement goes even lower.


Forged Map | Rebels Map

FYI - I will not be posting tomorrow and may be limited for the Easter weekend. Be safe all, and stay healthy.


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

You too!


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4
Sidius Consano wrote:
GM - are those of us with low-light ok, or are we all suffering?
Lubella Heathertoes wrote:
Lubella has a light spell cast on her scimitar.

Based on this:

GM Aarvid wrote:
The room itself is not illuminated, so Talvek can see 60' with infravision, but Lubella will need to wait or provide light.

...I had inferred there was zero illumination/total darkness in this first room (aside from sources we bring with us). Since Aldren's low-light vision requires some light, Lubella's would help but obviously is centered on her. Also seems it would also be helpful for the humans and halflings to have more than one source and with Aldren in the back it is less likely to create problems for folks sneaking.

If any of that is incorrect or folks think it's a bad idea, though, happy to retcon it or cast the spell on a coin he promptly shoves back into a pouch/purse.


Forged Map | Rebels Map

You have the right idea. No light except what you bring...at least in this room. Will get a full post up a bit later tonight. Light circle and low-light range.


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

I feel like it would be appropriate if the halflings simultaneously said, “Oops.”

=D


Forged Map | Rebels Map

:-)


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

FWIW, I'm getting reports in one of my games that some players aren't getting new post notifications in the gameplay thread.


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

Talvek, if this resolves with Aldren actually winding up where blue is and Fhingle doesn't step back (and pink is still up), if you can wait until after Aldren's turn, I'll 5' step back next round so you can get into striking distance on pink. Don't mean to block you off, just want to give Fhingle some breathing room.


Tiefling Investigator (empiricist) 4/Swashbuckler (inspired blade) 1 | HP 46/49 | AC 22 Tch. 14, Ff. 18 | Fort +7, Ref +13, Will +4 | Resist cold/electricity/fire: 5 | Init +5 | Perception +16; darkvision 60 ft. | "Jackdaw"

Sounds good!


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4
Fhingle Nib wrote:

** spoiler omitted **

Basically I could take 20 dmg a round if I had 4 our and each PC took 5 OR more dmg

I'm sure you've thought about this, but now that we're 5th level, the potential for fireballs and similar AoE spells is increasing. You get hit for full damage plus another 20 from party members... could be catastrophic. Please be careful!

As an aside and something for us to consider, concentrating the damage in Fhingle reduces the utility of a channel. Not a reason to not use it, but something I'm looking at in this combat and trying to think of how to compensate. I don't want to metagame but will be honest I'm anxious about burning through spells given the size of the map.


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Vitals:
(HP: 37/37; AC: 13[17]/12/11[15]; Perception: +9[+11] (Low-light); Init: +6; Fort: +3; Ref: +3 Will: +4; CMD: 14; CMB: +2; Speed: 30')
Male Human (Chelish) Witch 5 - Codename: Brakisi
Skills:
(Acro +2; Bluf +8; Diplo +6; Fly: +6; Heal +8; Kn(Arcana) +11; Kn(Hist/Planes) +10; Kn(Nature): +9; Lore(Silver Ravens) +10; Prof(Herbal) +11; SenseMot +1[+3]; Splcrft +13; Stealth +11; UMD +9)

I've always found lifelink was most useful with someone who could trigger fast healing of some sort - but I will point out that it's an immediate action to sever the link - so Fhingle could cut it out if we're fireballed and not take everyone's burns. (Doubly so because the damage transfer happens on *his* turn).


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

Right! Thanks! I keep forgetting the immediate action to sever.


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AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat
Aldren Halfblood wrote:
As an aside and something for us to consider, concentrating the damage in Fhingle reduces the utility of a channel. Not a reason to not use it, but something I'm looking at in this combat and trying to think of how to compensate. I don't want to metagame but will be honest I'm anxious about burning through spells given the size of the map.

It can be an idea to drop one or more of the links when we're mopping up near the end of a combat, with the intent of healing everyone with a channel afterwards. The links can always be reestablished after we're done healing.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

I feel that I basically start the combat with the links out to take any spike damage that could happen, once we have figured out positioning and such they can be dropped.

It does give someone who needs to provoke an AoO an extra 5 Hp possibly as they get healed. We will have to play around with this and see how it works out. I think it works better for low Arm people as they will get hit more often and it will allow them to fight a bit more aggressively. I could have gone the Oradin route with 1 level of Oracle and the rest Paladin for Swift healing.

I will have to see how I can get Fast healing or Regeneration on my character.


AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

Boots of the Earth gives you Fast Healing 1, as long as you stand in one spot. Mind you, you might also like Boots of Striding and Springing to improve you movement speed.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

This character will take a lot of set up and thought to make him effective as a healer a not die quickly


Half-Elf Cleric of Calistria (5) | "Finch" | (Portraits) | Conditions: Aid
Vitals:
HP: 30/30 | AC: 18/t11/fl18; 19/t11/fl19 (w/shield) | Fort+5 Ref+2 Will+9 (+2 vs enchantments; Immune sleep) | Init+0 | Perc+6 (low-light) | CMB+5 CMD 16
Skills:
Acro -4 (-8 to jump), Appr +4, Bluff +11, Diplo +6, Disg +13, Heal +8, Know(Hist/Planes) +4, Know(Nobility/Religion) +5, Ling +6, Perc +6, Prof-Courtesan +11, SenMot +10, Spellcraft +4

Wish I could be of help. I'm finding it's an interesting AP that requires some more thought into characters. Even with 20 point ability buy and background skills, I'm finding the juggle between Wisdom and Charisma for his cleric abilities, intelligence for skills, and trying to not totally suck in combat is challenging. Part if it has me wondering if I should have gone with an archetype or different build, but I'm having fun with it (flaws help make the character believable to me). Good news is between us we should have healing well covered.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Yes we should, I will have to look at the Cleric spell list to see what help you can offer with healing.

This AP really is a huge test building a balanced character, 1 person can get by with being a melee monster but after that you need all the skills and abilities covered with minimal loss.


AKA "Kyda" Halfling Dawnflower Dervish 5 | HP: 47/48 AC:22 T:17 F:16 | Saves F:8 R:14 W:7 (11 vs charm or compulsion) | Init: 4 | Per: 11 | CMB:1 CMD:15 | Speed 60ft | Active: Mage Armor, Cat's Grace, Heroism, Expeditious Retreat

We should be very durable in combat as we advance in levels. Lubella will be able to avoid a fair amount of damage with Mirror Image (she's squeezed for 2nd lvl spells right now, but that will ease as she gets more spell slots). She'll also get some limited swift action healing at 8th lvl. Talvek should have an outstanding AC with mutagen, Barkskin and Shield if necessary.

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