THE REFUGE OF TIME Regular (Inactive)

Game Master Helikon

In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.
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Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

I didn't notice you had another critical hit on Rogar. But Rogar is at at -2 actually (DR2/-), I'm sure you can do better with acidic spray after effect though.

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

I just spent some time checking on this encounter. Some things (oddly) don't add up, imo.
Naroth Round 01: casts cloud spell centered upon himself and his minions
Naroth round 02: casts summon and 5ft steps
Naroth round 03: the summon manifests (its legality is debatable but whatever), Naroth casts another cloud spell and quickened grease (apparently)
Naroth round 04: Naroth casts enervation on Rogar and another quickened grease on Tiny (apparently)
Naroth Round 05: Naroth moves without causing AoOs from Tiny (who is flying) and casts acidic spray hitting 3 PCs (the way a line template works he can only hit 2, "let's say he saw 2 people perfectly aligned"...), again he doesn't even need to roll to cast on the defensive.
Seems like Naroth and his minions are so good they've got an extra round over everyone else!

Dark Archive

Male CG Human (Chelaxian) Wizard (Exploiter) 8 | HP 48/48+15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +7, R: +8, W: +9 | Init: +5 | Perc: +11, SM: +1 | Speed 30ft | Active conditions: Mage Armor, False Life | Arcane Pool 11/11

No longer confused, Vybus takes in his surroundings and notices Warpac asking for flight. "Why yes, actually. Here you go."

Vybus casts Fly on Warpac (8 minutes)

Dark Archive

Female CG Lyrakien (Azata) | HP 24/24 | AC 12 T 12 FF 10 | F: +5, R: +3, W: +5 | Perc: +16, SM: +3 | Speed 80' fly (perfect) | constant: freedom of movement, detect magic, detect evil, truespeech | Active conditions:

Max readies to shoot her wand of Magic Missile at Naroth if he starts casting a spell, to force a concentration check from being damaged while casting


First of all.
The Wizard won iniative.
Yes Naroth for one has a few quickend spells.He always flew 5 foot steps
Third he does not need to cast defensivly because at the moment he did cast no one was in reach.
Tiny was hindered by the stand still feat and was unable to move, also neither up and down.
And rogar missed one round where he just stepped in and went on standby!

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-
Helikon wrote:

First of all.

The Wizard won iniative.
Yes Naroth for one has a few quickend spells.He always flew 5 foot steps
Third he does not need to cast defensivly because at the moment he did cast no one was in reach.
Tiny was hindered by the stand still feat and was unable to move, also neither up and down.
And rogar missed one round where he just stepped in and went on standby!

This is becoming ridicolous but anyway:

-From a few posts above, the actions Naroth took

Rogar Valertis Alastoris wrote:

I just spent some time checking on this encounter. Some things (oddly) don't add up, imo.

Naroth Round 01: casts cloud spell centered upon himself and his minions
Naroth round 02: casts summon and 5ft steps
Naroth round 03: the summon manifests (its legality is debatable but whatever), Naroth casts another cloud spell and quickened grease (apparently)
Naroth round 04: Naroth casts enervation on Rogar and another quickened grease on Tiny (apparently)
Naroth Round 05: Naroth moves without causing AoOs from Tiny (who is flying) and casts acidic spray hitting 3 PCs (the way a line template works he can only hit 2, "let's say he saw 2 people perfectly aligned"...), again he doesn't even need to roll to cast on the defensive.
Seems like Naroth and his minions are so good they've got an extra round over everyone else!

From page 8 of this very thread

Rogar Valertis Alastoris wrote:

Rogar round 01: moves inside the room 40'' and readies an attack.

Rogar round 02: if I understand you correctly you want to split "drinking potion" into "retrieve potion/drink potion". So, free action to drop bow, move action to retrieve potion, standard action to drink potion, 5ft step
Rogar round 3: move near the wizard, if possible attack him, if impossible despite Rogar having reach attack nearby cultist using his first roll

In round 4 Rogar wants full attack (this was posted twice, because it seems the GM could not register the rolls) the cultist on the eastern part of the room, if killed step near the wizard and complete his full attack against him. He gets ignored first and then the DM has round 5 start WITHOUT Rogar's round 4 actions happening! Note that if Rogar's turn happened as it should have Naroth would have probably suffered a good amount of damage, and if he moved he would have caused an AoO. BUT that is of little concern... because suddenly the DM claims Rogar lost a round by 5 ft stepping inside the room. It's not what I wrote though, and in fact it would have made no sense for me to do that. It's true the DM tried to claim Rogar opened the door (after a lengthy debate about Rogar not doing that the first time this encounter was played and promptly reset). Yet I wrote and specified the following (page 7):

Rogar Valertis Alastoris wrote:

Rogar action was to move inside after Haste was cast and ready an attack in case the wizard cast. So if the wizard tries to cast he'll immediately attack

** spoiler omitted **

@everyone: Please remember spellcraft checks can be rolled to try identyfing spells being cast.

Rogar's round 1 action always was to MOVE inside the room and READY an action ("shoot the wizard if he tries to cast"), as recapped above. Apparently the DM did not feel like registering it. But wait! Strangely enough the DM writes that after the end of ROUND 3 (in round 4 then, one would assume), Naroth flies over and casts acidic spray because he sees 3 people perfectly aligned", even if he could hit 2 at max due to the way a line template works (page 8 again). Yet Naroth has 5 rounds of actions done by that point. The fact Naroth has "a few quickened spells" matters not. As shown above those happened at specific rounds and always in conjunction with a second spell being cast. The fact that Naroth won initiative matters not, he's still got 5 rounds of actions when he should have 4, or Rogar should be allowed to complete his intended 4th round action. And lastly, Tiny was flying. Stand still does not cause him to drop down on the ground but only to move. If Naroth passes him by he then suffers an AoO.

This says, I doubt it will matter. What's going on here is rather apparent at this point. It's just another case of monsters charging without needing to roll initiative, shadows popping out of nowhere and attacking, people opening (sliding) doors when really hiding behind walls and so on.

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

A correction to what I wrote above. I made a typo when talking about Tiny I obviously:"Stand Still does not cause Tiny to drop down, it only causes him not to move". Also "This says, I doubt will matter" should obviously be "That said, I doubt it will matter". Sorry for the typos.

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