Whisper in the Mists Epic 6 (Inactive)

Game Master Davachido

Current combat map

Initiative:
Initiative order: Rybal, Variel, Kopru , Malthu, Drak


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Inactive

I'm traveling for Memorial Day weekend and may have some difficulty posting consistently. Please bot me as needed.


Male Kobold Sorcerer 6

Hi guys! Sorry for disappearing. But I'm back, although I might have spotty activity for the next few weeks still.

Level up stuff:

5 hp
+1 BAB
+1 Fort/Ref/Will
Skill ranks: Perception, Spellcraft, Use Magic Device
Bonus bloodline spell: See below
Bonus bloodline feat: Improved Initiative
0 level spell known: Prestidigitation
+1/2 damage to cold spells (+3 in total now)

I still haven't selected my bonus 3rd level spell. Davachido, you mentioned thinking up a replacement for the Draconic bloodline's Fly spell, did you have any ideas about that?

Taking Protection from Energy from the Elemental bloodline instead is a possibility, if a little boring. :P Draconic Reservoir is basically the only 'dragonish' spell of 3rd level, but it's essentially a weaker Protection from Energy with the ability to add damage to my melee attacks... not really Rikaku's thing.

Maybe one of the blasty spells of 3rd level? Fireball, lightning bolt, etc. I can change it to cold energy with my bloodline arcana after all...

Diamond Spray is cool, I can imagine it as being sharp shards of really thin ice.

Beast Shape or Monstrous Physique? Snow can shapeshift after all. ;)


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

One suggestion that fits your whole cold theme (while not being blasty, but then again you don't want to many blasts) - sleet storm.


Ah yes, I'll have a look at those spells that have been suggested.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Need a breather folks - forgive my crappy posting.


Just a couple things, GM--

If those guys have constrict, the one that grappled me should get a free constrict on me immediately after the successful grapple.

Also, did the cold damage appear to affect the vines fully? If not I'll switch to regular.

I'm assuming I was next to at least 2 vines, so I should've had 2 temporary HP. I'll also use shield wall to take half the damage from Malthu's two strikes. So I've taken 18 damage (16 after the temporary), and Malthu's taken 11.

I'm going to delay to see if Malthu can bring down the one grappling me. If he fails, maybe one of the casters can tap me with the enlarge person wand to help my CMB/CMD.


Sorry will post in the morning, work just has been getting quite heavy.


Cold damage did full damage, these things have slightly different grapple abilities. I've made it kick in one turn later to off set that they have a better version of grab instead of taking the -20.


Sorry for lack of posting, my internet has died and my ISP still hasn't fixed it.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Been bad at home and work so no worries.


Right internet back hooray. Posting soon.


Inactive

Malthu bumped his charisma one point to 16!

He's also still holding on to the Outflank feat, if Drak wants to go for that. With Malthu's expanded crit range, that could be pretty sweet. But if you don't want to take it, I'll retrain it to something else (assuming Davachido doesn't object).


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Intelligence to 20 for me.

Ability Advancement [Combat]
Prerequisite: Character level 6
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.

Helps with the sodding knowledge checks AND an extra level1 spell - that said, I'm running low and need a rest.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Outflank sounds good. I've been wanting to take it.


About to get on a flight will post when I can.


We got rid of Int requirements for the tripping feats, right? I'm assuming so since I have Combat Expertise and Improved Trip.

I will take for my feat Greater Trip. Mu hu ha ha ha!


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

huehuehuehuehue


Inactive

So good!


Sorry for delay. Power went down at work on Friday and we've been scrambling to get our systems back online. (The power should never go down in our room with the backup generator running.. but it did. Now we panic xD)


Inactive

I'm traveling this weekend and will have limited posting ability. Please bot me as needed.


Sorry, there was a planned power cut of our building except our section but as the electric crew are wont to do, they cut our section anyway. Been playing catch up recently. Will post tomorrow morning.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

cool


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Not that I've been player of the year the last month or so but work has kicked in again and I'll be extra retiring for the next few days.


In the process of finalizing a graduate forum will post tomorrow.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Still checking periodically. Not sure when a good time to jump back in approapriate to the story would be.


Inactive

I finally statted up a horse for Malthu. Would it be possible for Redflame to get some armor barding? Malthu can't actually afford any, but maybe there was armor at the outpost that was already available.

Also, any chance that Redflame also gets bonus feats as we level? I'm totally fine if you decide that's too powerful, but I am pretty excited about teaching Redflame how to Outflank.

Redflame:
Male Horse 6
N Large Animal
Init +2; Perception +5, low light vision, scent
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 Natural, -1 Size)
hp 54 (6d8+24)
Fort +9, Ref +7, Will +3 (+7 vs enchantment)
--------------------
Offense
--------------------
Speed: 50 ft.
Bite: +9, 1d4+5/x2
Hooves x2: +7, 1d6+2/x2
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 18, Int 6, Wis 12, Cha 6
BAB +6; CMB 10; CMD 21
Feats: Multiattack, Light Armor Proficiency, Step Up
Skills: Acrobatics +6, Climb +9, Intimidate +6, Perception +5, Stealth +6, Swim +9
Special Abilities: Link, Share Spells, Evasion, Devotion


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

I believe that there was some discussion on that already in regards to the badger. Something like one feat for every three we get?

Also the horse has better saves, more hp and more AC then Drak. :(


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

:)


Inactive

Yeah, the horse has more HP than Malthu as well. It is a bit ridiculous.

-Posted with Wayfinder


Right well swords and the like will be drawn. There are 30 knights, with about 15 horses. The villagers, Yourselves, your allies.

Question is how grand scale do people want this combat. We've been building up to it for a while so I wouldn't mind having everything act. (Will be using average rolls for things not involving the players to speed things up) Or would people prefer to only focus on their own section instead of seeing the grand scale? I'm fine doing either way.


I'm cool with grand-scale. I like the idea of fighting alongside the townsfolk and trying to keep them alive.


Inactive

If you think you can handle it, I am all for grand battles!


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Let's try grand


Light 'em up, Variel. I want to see which of them are left standing before I take my turn. @GM-'these guys have swords, right?


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

I need to know who my friendlies are... good news is range on a fireball?

Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread

I can reach out a looooong way to touch a them.


The black knights are the cavalry (enemy) in different waves, the enemy infantry is the horned knights. Are reinforcements are with Malthu in the rear. The southern group of three is our allies, and the farmer looking dudes in the hats are the townsfolk.

I'm planning on running up and tying up as many of them as I can, using my ability to get DR and temp HPs.


Inactive

Wow, epic! I have to say, Variel would've definitely lit them up already with a fireball before they got so close.

**Edit** although since squares are 30x30 feet, maybe they're not as close as it seems?


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Yep... I am happy with the range


Since they're burning the fields and everything, can we buff a bit before they are upon us? I'd like bull's strength for sure and enlarge person if possible. With Rikaku MIA, could Snow hit me with the wands before joining Variel on the roof?


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Yeah I wouldn't have minded some buff time either . Mage armour and some stuff for the rest of the group... If I have any other buffs.


Inactive

Malthu would gather the knights and bless them in Sarenrae's name before the battle is joined.

Also, I'm about to take a rather long vacation of sorts. May be reduced to posting on a phone at times. Please bot me when needed.


Buffing up would be fine, you would know when they approached the gate so you can cast the spells before they arrive. Snow is able to use the wand on Rybal yea. Just state which buffs are going out :D


Bull's Strength and Enlarge person for me. Variel, you aiming for the footmen or the knights? I just need to know before I can go.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

I was gonna hit the knights... But if you think footmen then I'll do them. 6d6 Aint all that much


Yeah, the damage isn't huge but the enemies don't know how many fireballs you can cast. It might slow their advance a bit. I'd hit the footmen. It looks like you can catch almost all of them in one fireball. If that halts them a bit, me and Drak and the townies can focus fire the first wave of knights with you buffing us/debuffing the knights with your hexes. We should stack debuffs on the leader. In gonna trip him and keep sundering his weapon. I'll tie up the knights and Drak can cheap shot-sneak attack. Snow can breath weapon the footmen after they advance past our wagon barricade. Diaz and his group can clean up any fleeing enemies. Malthu and his knights destroy the rearguard knight squad.

Pretty solid plan, but this will not be an easy fight with their numbers and equipment.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Realize that some/many of the footman are just knights without mounts due to Drak's actions.


Drak, I'm gonna try to set you up with a few sneak attacks once I can use the computer. I don't want to try to type it all on the phone.


@Davachido: Rybal's current CMD vs bullrush, with size, standfirm, combat expertise, etc is 33, so I believe the bullrush attempts failed. Does that affect the mooks being able to intervene when I attack the boss? Are they shunted back out of my way.

Regarding your question--I have Greater Trip, so when I trip someone the person who gets tripped provokes an AoO from everyone who threatens. That's why I want to flank him with Drak and setup lots of sneak attacks. ;-)

I assume the yellow guys are prone, right? That should refuel my RP. Nice!


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Take the leader down


@Rybal: Yup, means they are back where they started and you can make some attacks on the Leader since he has not been blocked.

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