Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Sovereign Court

Would be rather suspicious if Malgrim's grizzled half orc were to change appearance now :P. No change from me.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Two votes no for the ogre, so I guess we're leaving Grumblejack behind. Johan will keep his disguise as a nondescript sailor.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

So, I'll speed up things a little. In a normal tabletop game, it makes sense to add up some random encounters, but in pbp I'll be skipping then. I see no reason why to slow down the game just for a battle that do not add anything to the game.

Sovereign Court

Fair enough.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Great news


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I grabbed Limp Lash as my replacement level 2 spell, for the record.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I've created a map. It's not a good one but I think we can use it.

If your position do not please you, change it.

map

Sovereign Court

Looks great :). Eldred, the onus is back on you at this point!


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Just read Limp Lash. I like it - lot of opportunity for cooperative uses there, like forcing an opponent to provoke an AoO to get out of the spells effect or keep taking some hefty penalties. And pretty creepy and evil visually!

Re the current situation: How easy would it be to bull rush someone over the side of the Frosthammar? are there high rails that would make it more difficult?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

My aspiration is to get to the point where I can succeed despite my s$@@ty rolls


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, move yourself in the map, to represent your description.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I just want confirmation about one thing:

The MW transformation?

I'm assuming you guys did not got the spell. Since Damien choose Limp Lash for his bonus spell, and no one said anything about buying a scroll of MW tranformation.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I paid my share of the money, deducted it from my equip on my character sheet. I thought we had bought the scroll of any other L2 spell, such as the lash spell and he learned MW transformation.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Don't worry so much about this. Talk to Damien and see if he wants to do this, if he says yes, you can assume you did it during training. If he says no, add the money again to your total gp, and remove the bonus from your attacks and skills.

It may appear that I'm raising barriers over a simple matter, but it's not me. You failed the Cardinal once; he will not 'reward' you for failing.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I do believe we have done so.

Like I said, my gear is a little out of whack currently, and I haven't had the time to do that yet. My apologies for the confusion.

How much gold was there left to spend to buy the MW transformation or replacement spell?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Damien

Post your questions in OCC thread please! :)

About burning hands, only if you want the fire to burn the ship.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

150 gp - 2nd level spells are 150gp. I put in 66, the kitty put in 24 and Johan the remaining 60. Buy any spell you want.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Ah, good to know.

Learned Masterwork Transformation, used the gathered gold to buy a scroll of Limp Lash, burned up the scroll, stuffed a dead rat with the ashes and had Ace chow down to learn the spell.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay!

I'll assume you took 10, that will give you 21 on spellcraft. More than enough to learn the spell.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I'm thinking to buy you a few scrolls later as well. A well rounded spell list is a great investment...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan

I did a quick search and I did not found in pathfinder anything about it, if you want to throw him into the ocean, the boat would help him to avoid it. I would apply the same pen from moving the enemy into a occupied space. You roll your CMB with a -4 pen.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

OK, thanks. With the penalty its probably not worth the risk

@Eldred: half elves definitely count as humans "•Elf Blood: Half-elves count as both elves and humans for any effect related to race."

Aku, Can I get clarification on the turn order please? Are all the opponents capable of making attacks of opportunity in response to Johan's movement this round, or just the ones that beat him on initiative? If I did attempt to bull rush the captain off the boat, how many AoO would I be open to, and if I succeeded, would you allow Eldred to apply his attk to a different target?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I was thinking of throwing him overboard myself... Had I suckered him to the far side of the ship I'd have tried to.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan you can bullrush the cap without any AoO.

If you throw the poor soul in the ocean, Eldred can change his target, no problem.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Well, I was going to advise you to charge, so you get a +2 bonus on attack. But it'll make no difference because the pen that the boat gives you. :(


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Johan, a 21 - Is it possible that it may be enough? Your own considerable CMD is 18... if you take the charge mentioned above that takes it to 23... if you had a -4 from the boat, thats still a 19. That attack would work on you. I doubt he is as toughly built... leastways I hope that


Human Hero Killer1 / Holy Assassin1 / Deceiver2

He pushed him behind, but only 5ft. He needed 10ft to make the cap fall on the ocean.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

And he's flat footed so his dex (assuming its +1 or better) doesnt apply to CMD


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Bugger... oh well.

I dont think we are that far off the additional 5 ft if that charge above is still on the table if any dex is removed from CMD... Damien, would a hex lower his defenses by 2? If so, its a gamble buuuuuut if it pays off? Or of Malgrim aids another? We can MAYBE pull it off.

Or I can shoot him up some while you beat on him. I've precise shot.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Yeap. 18 without dex. :(

Grand Lodge

Pity - narrative be damned when s@*%ty rolls happen. Even if he'd rolled a 8 above we'd be in a better place. What a waste of a villain point... but the benefit is now I know they work great for combat manuevers such as this.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Bugger. I misinterpreted the map - thought he was only 5' away from the edge. Wouldn't have done it if I knew I had to push him ten feet. Those 10' grids will likely be the death of me (In this case literally )

Sovereign Court

His dex isn't relevant to his CMD right now, because he is flat-footed.

Edit: Nevermind I misread previous statements.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Johan, perhaps take that Enlarge Person I just cast? ;) That'd add some power to that bullrush.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Only a +1... but that I dont think would be enough even with an aid another from Mal.. No reason why the burly inquisitor couldn't try again next round.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Oh, right. I forgot they changed that from the +4 it was in 3.5.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Yep, let the dice lay where they may - game on!


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

So, who's taking the Enlarge Person?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I still think Malgrim's the best option, what with the higher AC and all those AoO, but go ahead and throw it on Johan if he declines.

Sovereign Court

Put it on Johan. Not a great spell for Malgrim.

Also, its +2 to CMB. One for size, one for increased strength.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

hmm, Alexander, curious why you feel its not a good fit. I know Malgrim's unarmed attack only goes from 1d6+1 to 1d8+2, But I'd of thought the extra potential from AoOs gained by the increased reach - especially in this case with multiple targets trying to cross a narrow gangplank to board us - would make it a really good choice.

On topic - I've supersized Johan on the map - are those 15' squares or 10'? I can't really tell. Effective AC 15, dmg 2d6+9 from current position it looks like sailor1 and sailor2 plus anyone coming over from the other boat would be open to an AoO from Johan's spear on their turn.

Sovereign Court

Malgrim is a finesse fighter. -2 to hit isn't very appealing to me. Posting now.


Male Hobgoblin Cavalier 1 (Fell Rider)

Incidentally, Enlarge Person takes one entire round to cast, not a standard action. Johan won't be large until Damien's round 2 action begins.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Ahhh, that makes sense. Johan, you care to grow big?

(If you don't really care for it either, I'll at least remember to prepare other spells next time.)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay. I'm waiting for Malgrim action to post the enemy actons;

Edit: Lol, posted before reading Ak post.

Sovereign Court

Posted. DM i'd suggest it might be easier to pool an enemy group's initiative in future; looks nightmarishly complex to do it 1 by 1.

Enlarge Person is generally a great spell on any strength martial type.

Pre-rolled all my AOO's as it looks like they have to pass Malgrim to get off the gang plank?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Ah of course! Didn't consider the weapon finesse

Sure lets give the enlarged inquisitor another whirl! Its gotta go better than last time right?

So the spell takes effect at the beginning of Damien's round 2 action? In that case I'll hold Johan's rnd 2 action until after Damien so he can benefit from the effects.

Also taking a cue from Alexander and pre-rolling an AoO


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Also, Malgrim, the description in the book and the actual weapons did not match. They are described with spears and they use longspears. :(

In this case, you can if you want, do a acrobatics to prevent that AoO.

Sovereign Court

Acrobatics Skill wrote:


If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.

This has taken effect as we're now level 3. Might save me from DM Aku's Dice of Deadly Doom.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred. Really good rolls!

If only they were on your bluffs. :(

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