The Armageddon Beasts
(Inactive)
Game Master
Zayne Iwatani
Base Init:
[dice=Initiative Kyamba]1d20+16[/dice]
[dice=Initiative Groff]1d20+7[/dice]
[dice=Initiative Fizz]1d20+3[/dice]
[dice=Initiative Mortimer]1d20+8[/dice]
[dice=Initiative Darnak]1d20+8[/dice]
[dice=Initiative Donovan]1d20+13[/dice]
Base Percep:
[dice=Perception Kyamba]1d20+22[/dice]
[dice=Perception Rika]1d20+22[/dice]
[dice=Perception Groff]1d20+31[/dice]
[dice=Perception Fizz]1d20+4[/dice]
[dice=Perception Mortimer]1d20+22[/dice]
[dice=Perception Darnak]1d20+39[/dice]
[dice=Perception Donovan]1d20+29[/dice]
The Sard Round 2
Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
It's your resource to waste. Groff doesn't much care either way. If he has to kill it again, he will do so.
He laments a loss of life in general, but it was a hostile.
Also, they didn't attack out of concern for Rika in as much as the one disobeyed the alpha's warning. The were punishing rather than protecting. It was a clever idea and I rewarded it.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
That may be true but the Alpha wasn't forced to call them off in the first place. In-game at least I consider it a favor that I'd like to return.
Either way it's only a Breath of Life spell so it isn't a huge waste of resources.
Blam! Do it again!
j/k
no problems here :)
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Is Rika's Detect Evil picking up any trace of the tree?
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
DM Ancient wrote: They can't make a Will save that high so they all fail. To be fair, a natural 20 would succeed regardless.
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Yeah, that's kinda what I figured you figured. :)
Mortimer: "The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication)."
This means that you have to focus on someone for three rounds to send thoughts and it is a 60ft cone in front of you. I will allow you speak with allies and summons telepathically within 60ft but not any further. The amulet is redundant. Also, with summons you have to be able to communicate with them to alter programming. I see no way for you to do that since you are miles away. So the devils are going to keep doing the last thing they were told.
Male Elf Wizard 20
Ah, curses! So many things to track as a 20th level, my bad.
Yes, they'll keep searching as his last order. But they're also highly intelligent outsiders, so while Mortimer cannot give them any direct orders at this distance keep in mind they probably won't make stupid decisions. At this point their decision making would be up to you DM.
I understand. One of them still died though. And only your expertise in conjuration allowed you to get an approximate location. Its gonna be kinda weird though for the outlying towns when a bone devil eventually shows up and searches their town. Remember to dismiss them.
Male Elf Wizard 20
Ah, but that's why they're invisible. Both to hide from the Sard and to not raise alarms.
Don't worry, the time to misinterpret and screw with me via my summons will come later. Summon Monster spells are very straightforward and the creatures are loyal. When I cast the different versions of Planar Binding...well it should be interesting.
Who said it was the Sard? Dun Dun Dun. Besides, it had blindsight and visibility is s$!*ty in the storm.
Male Elf Wizard 20
Ah yes, but it's blindsight has a range limit. So once they get close they're still boned, but it won't see them from a great distance.
And here we go, first big planar binding. I'm starting safe, but it should still prove interesting. Things will get much more tense when I start calling evil outsiders.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
And here I was just going to suggest waiting another hour so we could Scry it.
Male Elf Wizard 20
Wow, he actually had a pretty decent chance to resist it. Maybe next time I'll make sure the spell is persistent.
FYI, based on Groff's background he might be a good one to negotiate. I imagine more than one angel has been summoned to help fight at the Worldwound. Has Mortimer done much planner traveling?
Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
Groff has all the diplomatic skill of a porcupine. I'm not really sure he's your man.
Male Elf Wizard 20
Oh yeah, Mortimer is as experienced in the planes as you can get without being epic leveled. He even has his own demiplane.
Male Elf Wizard 20
This is fun, I've always wanted to try out the binding rules.
"Drop the protection." That's like, rule number 1 of binding haha.
Male Elf Wizard 20
Welp, that neuters a good portion of my build. Guess I'll stop preparing binding spells and just prepare more summonings.
Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
Don't feel bad, he already hosed my build with the DR change.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Y'know if it's constant true seeing and detect evil you wanted you could have just asked, the Simulacrum has both.
Male Elf Wizard 20
Yeah but I didn't want to risk the Simalacrum getting wrecked by the Sard if she found it alone. Summons are expendable.
Plus I just really wanted to planar bind something :D
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Fair enough, at least we know more about the plot now.
Next step?
My bad guys. I was not of sound mind (alcohol) when posting the Planetar's response. Post responsibly guys. I had an idea for what was going on in the world but Groff's Worldwound story gave me an idea and changed that. I posted under the original idea.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Don't worry guys, I'll distract it.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
After breaking the pin aren't we still grappled and thus still falling? We should be hitting the ground pretty soon here.
An opposed grapple or escape artist frees from pin.
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Ah, the last line is the important part that I missed. So it freed itself from both the grapple and the pin huh? Well, no way that's gonna work a second time.
Male Elf Wizard 20
That's my big daka spell for the day.
Unnamed
hope it beat the SR, that would be hilarious if it fizzled
Male Elf Wizard 20
If something has more than 48 SR I would just calmly walk out of the fight.
max range seems to be 300ft for that so unless you have something that extends the range then it isn't going to hit.
You can fall, but I see 0 ranks in fly. I also see far too many ranks. It seems you are working off the assumption that magic items that increase Int mean an increase in ranks too. Tomes might but I don't think ranks are retroactive.
Unnamed
magic items that increase INT give you ranks in set skills
so for example a headband of int +2 gives max ranks in one skill that is keyed to it, a +4 headband gives max ranks in 2 skills keyed to it and so on
Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
Int boosting magic items are tied to a specific skill(s) which they boost (retroactively).
Seriously? That is awesome. I need one for all my characters.
Unnamed
also on a side note, they are also keyed with a language, set at the time of creation
Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
DM Ancient wrote: Seriously? That is awesome. I need one for all my characters. It's good if you either craft or get it pick it (like in high level building or PFS), but if it were randomly found equipment, you could end up with a redundant skill boost, or a useless skill.
I think this was a change from 3.5 to Pathfinder, but I'm not completely sure.
Male Elf Wizard 20
Yes, they increase skill ranks retroactively.
If I'm out of range, I'll double move to get within range then cast it next turn.
I'm also assuming the planetar is intelligent enough and won't betray us, so I'm leaving it to fight however it chooses. However if you don't want to have to worry about handling it in combat, I can run it.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Are we posting actions for the third round or the second round? I spent the first and second rounds grappling.
Technically you got a surprise and I thought Mortimer put you right on top of it which is why you could grapple as soon as you arrived. I did goof and out Round 1 again but we are currently at the top of Round 2 with all the stuff I posted earlier. Still not home so still no map yet.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
So I have to redo all of my grapples? T-T
I have a 90 ft fly speed with my wings and haste. I should be able to get him in my reach.
No but to re-grapple you do. Do you have improved Grapple and are you willing to take AoO?
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
So the first grapple happened (Surprise Round), and then I pinned him (First Round), and then he broke the pin/grapple (First Round)?
I don't have Improved Grapple so at this point it's probably time to stop being stupid and actually start fighting.
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
make sure you use your illusion for the potential sneak attack!
what is the DC on the illusions again? 31?
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