The 5th Mendevian Crusade (Inactive)

Game Master Brian Minhinnick


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Reuploaded the image. DC would be 25 with a minimum result of 30 unless your wisdom is 15 or higher.

Edit:
In case that doesn't make sense.

If wis > 15 then DC is 25. If Wis < 15 than DC is 30.


Male Dwarf Alchemist (Grenadier) 8

I'm having a problem with the background too. Even when I refresh.


Hmmm. I uploaded it again a couple minutes ago. Still giving you guys trouble?


Male Dwarf Alchemist (Grenadier) 8

It finally loaded for me! Had to refresh it a half-dozen times though.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I've never seen the point of UMD until a level 6 baddie pulled out and activated a scroll of Shapechange.

Then I realized that perhaps I'd misunderstood how it works...

And I've got WIS16.


Map not showing to me, tried reloading bunch of times but nope. I did manage to see the lighted area and the broken images that I assume are us. Btw in case they are not there all ready would be appriciated if you could put the alarm spells on the map, if nothing else can say that something at least isn't there.


I dunno what's up with the map. It's working fine from my end so I'm not sure what else to do.

I can add the alarm spells, I had a senior moment and forgot about them. You wanted three mentals in a triangle around camp and an audible in the middle right?


Other way around audibles on the outside and mental on the actual camp.(Idea being that they would wake up sleeping folks even if watch doesn't notice the enemy. Mental is just a precaution in case someone figured them out and used silence.) Numbers were right though. Also saw the update, still not working properly but I can see rough outline just not squares or proper images. Well only problem is not being able to give grid locations.


I'll improvise, but never to your detriment with the coordinates. Just decribe what you want to do and I'll make it happen or ask you for another action if it doesn't work for some reason.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Presumably you would have seen Bartimaeus revert to half-elf form when he went to bed, but still, good RP. :)


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Oh true, she was first watch. I kept thinking they went to sleep around the same time.


I'm gonna try a new XP granting method because of the slow pace of PBP. I am going to give out 1000 XP/character per combat round. So the harder a fight is the more XP you get, regardless of the CR. It's also a good deal faster than normal leveling. Still puts us 2400some rounds away from level twenty though, so I retain the right to raise it to 5000 XP per round at some point.


I'm going to call this this "Warp Speed" advancement track ;)

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Sooooooooo the more we delay the more XP we get? :)

Interesting idea, should be interesting to see how it works.


We are going to need Goz Masks to properly see through fog and concealment. They're pricey, however.


Not bad idea, since those do not negate the effect from the enemy, so could be used with other tactics too. Also uses headslot which is not really that important, since for some reason headbands are separate. Allthough if everyone gets rings of sustenance, after the glider thing is ready we have to be on the ground only 2 hours which can be when the fog is not around. The ring is also pretty damn useful otherwise too. Will probably pick up gust of wind next level, not a real solution to the problem but a slight help.


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Nanthaniel - Every round where you are actually fighting. So killing all but one mob and then poking him with a stick for a couple days will not net you 1,000,000s of XP. As always the power remains in my hands, MWAHAHAHAHAHAHahahaha :P

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

If I move towards them will they start pinging on my tremorsense? And if so, any reduced penalties for fighting them?


If you are within 30' of them you can 'see' them normally as long as they're touching the ground. No miss chance to hit them, and you can target them with ranged attacks.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

G*~~$~nit. I need to remember I have this ability:

Deeds wrote:


Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

I haven't been calculating that in at all. Will need to remember for next encounter.


Not to cluster the gameplay thread. Good call on Barek, didn't realize he would be "naked". Still unless there is a typo in Sacha's "sheet" it would have been +1AC. Also for some reason Map not working correctly again, will try to find info on what is the problem.(almost 100% it is something on my end.) Still with the info from the actual play posts I have pretty good image on who is who and what is happening.


What error did you see? I looked and can't find it.


From Animal companion spoiler.

Sacha, Large Cougar
Size Large;
HP 41+12 (6 HD);
AC 23 (+3 dex, +7 natural armor, +3 armor);
F +8, R +8, W +4 (Devotion)
Speed 40 ft.;

At the time I thought you had changed the barding because of ACP or something. But with the messages I am now thinking you just pushed 3 instead of 4.


Studded leather is +3

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

You didn't mention it so I wasn't sure. Just the first attack roll then, on the alive one.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Very much wanted to give a "That was 'Wednesday'" reply to Liette's "What the ___ was that?!" question, but I realized that I had no idea what names there are in Pathfinder for days of the week.

Help?

Liberty's Edge

PF Wiki: Calendar

Moonday
Toilday
Wealday
Oathday
Fireday
Starday
Sunday

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Cool. Thanks.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

So did my tactic work? Is the worm now out of Barek?


Yes. Look at the map.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Ah great, thanks.


Moving the discussion regarding longspear here.

I don't wish to be a pain, so let me know if I am. I really don't mind that much, as Abigail could simply switch things around her heavy mace.

I understand the points presented and agree with them, so no issue there. My only remaining question is: As Sacha is large, doesn't her reach extend to 10'? I see that the beastiary lists the tiger at 5', so I would totally understand if it weren't 10'.


Oh yeah! Don't forget that at the moment Liette's spell-storing armor has a beneficial spell in it.

If you want some additional natural armor, Liette's armor has has a casting of Abigail's barkskin. You have to make a melee touch attack against her to trigger it, then Liette can expend a swift action to hit you with the spell.


Only large (tall) creatures get 10' reach. Since tigers are long, their reach is reduced to 5'. I commonly forget that myself.


Ah! I hadn't taken this into account... Thanks! That solve the issue. I'll see whether I keep working with a longspear.


What Lucent said. If your goal is to have a pounce+Abigail attack routine, then a change of weapon might be appropriate. However the longspear does have its advantages.


@Liette: Was reading up for different game about researching spells and came to mind. So anyways since Jelani said that ok'd case by casis. So for the spell storing armor, shocking grasp based spell that is fire.(Demon subtype being immune to electricity) Since I allready have intensify and empower and at next level I get 4th level slots, so as a result the spell would be 15d6+30(average 82.5) fire damage when I get to 9th level.(more if via rods get maximize in there at later levels) So before going in to deeper thought to ask if you were interested?


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Oh definitely. Having some beneficial spells is fine and dandy, but the actual meat of that armor is meant for offensive. A good touch-range fire spell would be awesome.


Well roger that. So with that some questions DM Jelani.

1) Would the spell be acceptable? Mechanically just take shocking grasp change to fire and remove the +3 to attack against metal wearing opponents.

2) 1000gp per spell level is the standard(more for exotic) would this be the case here?

3) Normally the roll for succes/failure for sorcerors is spellcraft(for all casters) and the knowledge skill that is associated with their bloodline. Since Viorel is crossblooded he has Arcana and Planes, so would I need to roll both or can i choose?

4) Normal research time is week, because of the nature of the campaign I would rather not do that in the downtime. The rules do not say it can't be done on the road, but from the description could be interpretid that way. Eitherway could it be done on the road? Perhaps the same way that in crafting you get less effective time on the road.

5) Unless I am missing something it doesn't say how the researched spell comes to spells known. Would the assumption that when leveling leave a slot open and when research is done it uses up that?

Link to rules.


Searing Grasp
School evocation [fire]; Level sorcerer/wizard 1
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range touch
Target creature or object touched
Duration instantaneous
Saving Throw Reflex (see below); Spell Resistance yes

DESCRIPTION

Your successful melee touch attack deals 1d6 points of fire damage per caster level (maximum 5d6). If the subject is wearing anything flammable (i.e. heavy robes), they must make a reflex save to avoid catching on fire. If they do catch on fire they take an additional 1d6 fire damage a round until they spend a standard action to make a successful Reflex save and put the fire out.
____________________________________________

That would cost you 1000 GP, and a week of research. You'd need to make both a successful DC 22 Spellcraft check and a DC 22 Knowledge (Arcana) check.


Oh nice, a "catch on fire" rider. That's excellent.


It's only gonna come up in certain situations. Same as shocking grasp with the metal armor.

For example, on these enemies it would do nothing. They aren't wearing anything flammable.


Yeah but it is a nice addition, flavor wise.(Mechanically not much to write home about at this level, really low level it would have been a big deal.) Also cheers for taking the time to write it in the official form. Of coarse I would have called it Smoking pimp slap :P.


Which is why I named it ;)


So 'nother rules thing.

Temporary Hit Points

Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.

When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.

AKA, nothing can heal those temporary HPs.

This FAQ says that Rejuvinate Eidolon is an exception.

So yeah, Nathaniel is correct. Except if he does lose all the THP and has to transfer some via Fused Link (what I thought had happened). In that case he could use his own HP to 'heal' the eidolon, and then get healed by Abigail or whoever via normal methods. Also normal summoner's eidolons do not have THP, they have normal HP and are thus curable in any way.


When I have time I need to do an EXP audit on this game. I've been an irresponsible DM and not kept track. Should be pretty close to 8th level though.


Actually if my calculations are right we should be 8th level 34,293(34k being the limit on fast XP) I went back in to thread where I last happened to post it. And again the editing is giving me trouble no matter how fast I am.


Sounds good! Every one can level up. EXP now on the campaign info tab.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

....oh HELL YES.

I just got high enough for the Large evolution.


If anyone's interested in trying to kill a ridiculous build I came up with, I've got a thread going over here.

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