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


951 to 1,000 of 1,353 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Okay, I don't mind you shopping for items later, I just don't want things like: 'I really need a torch here...' and then suddenly you have a torch.


It must have come out of that scarf of useful items… :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll give it about 6 more hours. If Sidious don't post his action, I'll bot him to start the combat.

:)


I am here. Been traveling this weekend. Reading now to catch up.


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

Woot! buffs!

And I think we are going to like having that imp around too!

Sidious, those questions you asked, do you need actual answers or is that all tone setting?


Answers would be good. He asked about half of that earlier, but did not get a response.


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

k, I'll write a proper response tomorrow - tired now and must work early...


What you want Fet to do next round?
Another stinking bomb? or Damage bomb?


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

Confused. Isn't Sam blinded for round 1 - he gets a save at the end of his turn, not the beginning.

Have to be at work extra early this morning - won't get to post until tonight.

sorry to hold things up


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Nah, they get the initial and then if they succeed no more saves. If they fail they get a save every round. At least that is how I've always done it....Glitterdust/Hold Person and those types of spells have become less awesome in Pathfinder, but that is a good thing imho.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:

Confused. Isn't Sam blinded for round 1 - he gets a save at the end of his turn, not the beginning.

Have to be at work extra early this morning - won't get to post until tonight.

sorry to hold things up

Yeah, you are right! It was my mistake. I thought it was at the beginning of their turn. Since I find it extremely bad to retcon an action, I'll just add that he attacked blindly the spot where he last saw the mage.


Heinrich Cornelius Agrippa wrote:
Since they all go at basically the same time, lets just say that Agrippa did get hit and then the guy gets grappled and whatnot. That way there is less retconning, because as a fellow GM, I know how annoying that is.

<3

See? If he were a good person, he would not have said that! Evil ppl are the best!


I knew the captain was in full plate. But all 4 solders are as well? I had failed to see that noted That is a lot of armor. They must also have shields, or my 19 would have hit.


The only one in fullplate is the captain. I tought you attacked him.

Edit: I must be blind. I saw your damage as attack. With that 19 and 14. You hitted and killed the soldier 3.


Cool. I was half hoping all 4 were wearing full plate. That is 6K worth of armor. :)


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
ELDRED CROFTER wrote:
... Pity about the Asmodean declaration - I had a plan to manipulate any survivors

Nah, the time for subtle manipulation has come and gone I think. And I'm pretty sure there won't be any survivors. Case in point: The mother has been subject to a stink bomb, a glitterdust, a sonic blast and an alchemical bomb. We can probably take her off the map.

Aku, did Donnagain and Sam make their reflex saves for the blistering invective? If they failed they are on fire.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sam failed his test.

Based on your initial position, the father was just out of the spell area.


Ouch Sidious, that gotta hurt!


A crit with a X3 weapon is always nice. The damage was actually just below average. But I'll take it. :)

That attack would have put me down. Lets see if it puts him down.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
The priest is the more deadly... that said 32 pts of damage does count for a big threat all on its own. I was hoping he'd move away from me but so be it... wondering if there is a way to move out of my current square and NOT trigger an AoO. Maybe I can attack from prone...

You can use One villain point, to allow you make an acrobactic check against Cap Samaul CMD to get up without provoking an attack of opportunity


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

If the HP on the map is correct Johan is unconscious and prone. If your nonlethal damage is greater than your current HP you fall unconscious, iirc.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

From the total damage on Johan, 17 is from non-lethal.

At the present moment, he has 7 hp.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Ahh ok I understand, you are tracking them combined.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
DM Aku wrote:
ELDRED CROFTER wrote:
The priest is the more deadly... that said 32 pts of damage does count for a big threat all on its own. I was hoping he'd move away from me but so be it... wondering if there is a way to move out of my current square and NOT trigger an AoO. Maybe I can attack from prone...

You can use One villain point, to allow you make an acrobactic check against Cap Samaul CMD to get up without provoking an attack of opportunity

ELDRED CROFTER wrote:

Eldred digs DEEPLY into the dark malice of his heart to rise swiftly and grapple the Captain, hoping to bring him down.

Using Villain Point to rise without an AoO.

You missed the skill check. :P


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Father Sidious wrote:

Also, I am not sure what the area of effect and lingering effects of the stink bomb are. The pink square is the grease I believe. So if there are visuals of the stink bomb please let me know and I may have to change some of this.

The priest was not the actual target, the area ends where he his. Unless you go past him, no chance of getting nauseated.


Was concerned about placing the eagles. They are in the air so no issue with the grease.


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
DM Aku wrote:

The captain blink in disbelief. What happened? How could he miss an unarmored target? What kind of evil sorcery is that?

"Yeah!" agrees the disemboweled armored target 8>


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
DM Aku wrote:
Father Sidious wrote:

Also, I am not sure what the area of effect and lingering effects of the stink bomb are. The pink square is the grease I believe. So if there are visuals of the stink bomb please let me know and I may have to change some of this.

The priest was not the actual target, the area ends where he his. Unless you go past him, no chance of getting nauseated.

Thanks for making the check for me.

DM Aku wrote:

[dice=Eldred Acrobatic Check]1d20+8

As Eldred tries to grab the captain, he swings his sword at the opportunity presented.
"I've warned you boy!"
[dice=Cap AoO]1d20+14-2
[dice=Dmg]2d6+10

The sword hits Eldred unarmored chest, blood pour out of the wound, interrupting his grapple attempt.

His CMD is more than 27? If my acrobatics roll exceeds his CMD then I am safe from that AaO. Mine is 23 and thats with 20 dex. If he did hit? Bad to take damage but Good to know that this guy is BIG bad ass.

Guys... errr. We be in trouble now.

Assuming that my acrobatics did not beat his CMD, did my Grapple of 29 beat his CMD? I dont think attacks of opportunity disrupt Combat Manuevers. If thats the case he is grappled and didn't make either of those attacks (though good that they missed) - if you take those rolls as attempts to break my grapple instead (again, assuming my 27 did beat his CMD) then I think he didn't break it.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Naaaah, Agrippa's got some blindness coming that guy's way.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
His CMD is more than 27? If my acrobatics roll exceeds his CMD then I am safe from that AaO. Mine is 23 and thats with 20 dex. If he did hit? Bad to take damage but Good to know that this guy is BIG bad ass.

Breaking down what happened:

You can’t make an acrobatic to stand without taking an AoO.
You used your villain point to allow an acrobatic test to get up. I made the test for you, your 27 beat the captain CMD.

Next you tried to:

GRAPPLE:
GRAPPLE
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose yourDexterity bonus to AC.
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
the captain.However, you don't have improved grab feat. That’s when you triggered an AoO. He attacked you and interrupted your grapple attempt.


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

Ahhh and reading the rules, the damage done is a neg to my total, which well and truly drops it under his CMD.

Got it.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Speaking of which, where did Eldred stash his bow and arrows?

It makes sense you would put then in somewhere fairly close and easy access.

You can assume they are just inside the house.
That would require you one move to get to then, and another to pick it up.

Edit:

Also Eldred, you can already post your round five action.


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

So where is Fet with actions? Rnd 4 or 5?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
(…) Johan is close to pissing on hells doors (…)

I don’t agree.

Johan has 38 of lethal damage and 17 of non-letal. That would put him unconscious (From non-lethal damage) with 4hp left. Nowhere near of dying.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
So where is Fet with actions? Rnd 4 or 5?

You can post round four actions for Fet.

Don't forget to take a look at his gear. He has some nice stuff.


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, and extracts memorized? can't find it on his sheet, just known.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm not sure either.

You can decide it and just assume he already have then prepared.


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, I'll post after Sid and Agrippa go

By the by, Johan is now seriously considering a 1 level fighter dip or heavy armor proficiency next level :/


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Ah, just for you to know. Next level is just after his battle. :)


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa can Glitterdust using a scroll next round, or he can cast infernal healing on Johan.....


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Father Sidious wrote:

Three cheers for Copycat. :) And no, Sidious does not selectively channel. He does something potentially better.

Father Sidious praises his Master for his protection and reaching up to touch his holy symbol. channels Evil in a 30' radius.

[dice=Channel Evil]2d6 Everyone is in the channel. Evil heal. Neutral get/take nothing. Good aligned people take this as damage. Will save DC 15 for half.

Should it not be 2d4?


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

Will have to try using this...

The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Heinrich Cornelius Agrippa wrote:

Noticing the Good Captain making mincemeat of his minions, Agrippa retrieves a scroll and casts Blindness/Deafness on the Captain.

Fort DC 17 or be blinded.

Unless it has changed, DC for scrolls/wands/potions are the minimun required to create them.

That it means that: 10 + 2 (spell level) +1 (12 int) for a DC 13.

I'll wait until you see this before rolling Samaul test.


DM Aku wrote:
Father Sidious wrote:

Three cheers for Copycat. :) And no, Sidious does not selectively channel. He does something potentially better.

Father Sidious praises his Master for his protection and reaching up to touch his holy symbol. channels Evil in a 30' radius.

[dice=Channel Evil]2d6 Everyone is in the channel. Evil heal. Neutral get/take nothing. Good aligned people take this as damage. Will save DC 15 for half.

Should it not be 2d4?

Yikes. You are right. Sorry. So used to d6s. Cannot roll from phone for some reason. Can you reroll for me? In meetings all day. :(


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Ahh, I thought it was whatever the person scribing the scroll's DC was. But if you found a random scroll then it was assumed minimums....


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

You can get scrolls and wands at higher caster levels but the cost goes up too.

Mind you, he's a fighter DC13 is likely a 50-50 for him failing. If you have a better debuff then use it otherwise it isn't bad.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

It isn't so much the Caster Level as the stat bonus for saves.....


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

Don't bother with the infernal healing on Johan- it would take a few rounds to revive him, then he'd likely just get chopped down again.

Aku, I changed the notation on the map's HP tracker for Johan a little, hope you don't mind - I was finding it a little hard to figure lethal from non-lethal.


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

Fet's extracts memorized:
lvl 1: cure light wounds, expeditious retreat, shield, reduce person
lvl 2: Levitate, Vomit Swarm


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Tell me how will you deal with the blind captain.

951 to 1,000 of 1,353 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Wicked? Are you sure? All Messageboards

Want to post a reply? Sign in.