The Slumbering Tsar Saga (Inactive)

Game Master Something Wicked

For fools rush in where angels fear to tread.

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The Camp Map | The Desolation Map


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ugg wake in the morning and sees typos...and awkward sentences.
beginning not begging.was one typo


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

naw, it was an entertaining read Subiculum


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Cornu wrote:
evil bastard

Yea, I enjoyed learning how you came by your name.


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6
The Wicked DM wrote:
** spoiler omitted **

dm:

- Thanks. First time; took more work than I anticipated too.

- Aha! My impression was that Divine Grace's effect was to replace Constitution/Dexterity/Wisdom modifiers with Charisma. But its better than that. It retains those bonuses, and adds charisma to it. (in my case, that actually makes my will save worse because it took so low a wisdom. wattyagonnado?

- Nice catch with the Unsanctioned Knowledge feat.


Every time Rurik casts summon a monster, Fay (Faerie Dragon) is probably going to cast Silent Image (a spell she has 6/day) to create an image of a similar but meaner looking monster monster (or four). Let them waste their attacks on an image.

Or I suppose she could use a level 2 wizard summon monster II scroll without a caster check (She is caster level 3 Summoner), to you know, put actual meat on the field.

Actually, she's useful for the action economy. Grease for example, while they'll make the reflex save, still creates difficult-like terrain.


Hero lab seems nice, but the pricing seems a bit confusion, and potentially, kinda expensive.


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Ulave, great post!

@Sub you've nailed hero lab. My first reaction to 2E was lamenting how many hero lab packages I've purchased for 1E.

Also, I'm partial to the rules on illusions spells from Ultimate Intrigue, which generally allow a move action to interact and trigger a save from figment spells such as silent image. Still, it's a good way to limit enemy action economy, and figments work on even mindless creatures.


Good to know re Ultimate Intrigue. They might have to appear a bit off then :)


hp 58|CURRAC: 23 Shield Mage Armor PfromEvilAC:13 T:13 FF:10 | F+6 R+7 W+9| Init+9 Perc +8 | BAB +3 CMB +2 CMD 15 | Neutral Good

Just a fantastic post Ulave.


Ammonis is done (see profile). Decided to not get haste but went for various other wands/scrolls that would be useful. Built in PCgen. What a monster. It didn't get my faerie dragon right...and I need to look up how familars work re relation to my Ammonis' stats


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

Ammonis pointed out that I had forgotten to assign my favored class bonuses. Because it looks like Ulave is the only one who can act as a face, he sank most of it into 5 ranks in diplomacy. 2 more hp.

our paladin has the lowest hp total in the party it seems.

still need to put the rest of my adventure gear kit together.


Nice idea about the objective journal


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Ulave:
To get your skill ranks to work out I've got you at 55hp (that's 5 favored class bonuses into skills and 2 into hp). You also list a +2 racial bonus to Stealth--where's that coming from? At any rate, your small size gives you a +4 to stealth (in the stealth skill description), so I've got you at +10 stealth.


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

DM:
Yes, I took 5 additional ranks into diplomacy, and 2 hit points for a total of 55. Thanks for catching the +4 racial bonus to stealth. The +2 should have been +4.


My character sheet should be done. Switched out toughness for improved init. I had assumed you wer doing ini rolls like in Northland Saga (as a team) and was going to piggy back, but its too important for Ammonis to go first.


HP 66/66 | AC 21/ FF 13/ T 18 | CMB +6 CMD 19 | Per +14 Init +13 | F: 10 R: 8 W: 12 | Bane: 2/7 | Boots of Speed: 4/10 | Monster Summons: 4/7 | Active Conditions:

Truly an excellent intro post, Ulave.


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I'll update tomorrow, hopefully giving Eddwick enough time to finish up .


Just realized that I didn't pick my skills using background rules. Will update


HP 66/66 | AC 21/ FF 13/ T 18 | CMB +6 CMD 19 | Per +14 Init +13 | F: 10 R: 8 W: 12 | Bane: 2/7 | Boots of Speed: 4/10 | Monster Summons: 4/7 | Active Conditions:

Hey guys, going to be traveling for the next two weeks. I should still be able to post, but posts may be more functional and to the point than is usually my wont.


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...I know, right?


Damn. I just sent Lyon to his death.


Does Fay (FaerieDragon) make her own init role, or it the same as Ammonis?


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For simplicity, she can act on your turn at your direction.


Male HP 77/77 | AC 33 T 14 FF 29 | F +11 R +6 W +7; +4 vs disease/poison | CMB +6 CMD 19 (17 FF) | Init +1 Perc +14 | Bombs (4d6+5) 14/14 | Demolition Bomb 1/1 |

Sorry about that!

I've been buried under work today and yesterday, and I've only just managed to dig myself out in a good enough condition to post.

Post's coming up. I'm sorry about the character sheet being unfinished. I'll submit an extract sheet, but for now, I'll assume I have Targeted Bomb Extract, CLW and Longstrider/Expedition Retreat prepared as 1st level, and Ironskin as Lvl 2.


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Sorry. My post is confusing. You only get one rounds worth of actions, not two. "Rounds 1-2" just meant initiative was spilling over into the next round.


Just in case you referred to my two posts, one is an action from the familiar


HP 66/66 | AC 21/ FF 13/ T 18 | CMB +6 CMD 19 | Per +14 Init +13 | F: 10 R: 8 W: 12 | Bane: 2/7 | Boots of Speed: 4/10 | Monster Summons: 4/7 | Active Conditions:

Everyone within 10' of the hound archon benefits from Protection from Evil (+2 deflection bonus to AC and a +2 resistance bonus on saves.)

DM, quick note that the archon has DR 10/evil, and his aura of menace and magic circle against evil are constant.


I think that haste doesnt double all you attacks, just gives one extra attack.

so with rapid shot and boots of speed, I think you get 4 attacks

Your first attack FULL BAB -2RapidShot
Rapid Shot Attack FULL BAB -2RapidShot
2ndAttack: 2ndAttackBAB -2 RapidShot
Haste: FULL BAB (-2RapidShot?)


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

hmm, you may be right. wasn't clear to me what an "attack" referred to in this case.

but with manyshot plus rapidshot, i think i should at lest get the first two of the second group


wait you have many shot too


So many shot, just roll double damage on your first arrow.

a veritable storm of arrows


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

yeah, but i'm not sure about haste + rapid shot. and i'm not sure which ones get the many shot. first, but the hasted one too?

pretty sure you are right that I don't get to repeat the whole thing. so maybe its 4 attacks total: first. rapid. haste. second.

clarification requested.


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SubiculumHammer wrote:

I think that haste doesnt double all you attacks, just gives one extra attack.

so with rapid shot and boots of speed, I think you get 4 attacks

Your first attack FULL BAB -2RapidShot
Rapid Shot Attack FULL BAB -2RapidShot
2ndAttack: 2ndAttackBAB -2 RapidShot
Haste: FULL BAB (-2RapidShot?)

This, but roll damage twice for the first attack roll (manyshot). Rapid shot is pretty clear that the penalty applies to all attack rolls that round, and haste offers nothing to remove it.

Cornu, you need knowledge local for the giant.


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

oh, hold on. i think i just went 2d6 on the arrow. but it should effectively double all the other damage mods too


hp 58|CURRAC: 23 Shield Mage Armor PfromEvilAC:13 T:13 FF:10 | F+6 R+7 W+9| Init+9 Perc +8 | BAB +3 CMB +2 CMD 15 | Neutral Good

Knowledge Local: 1d20 + 11 ⇒ (16) + 11 = 27
I still need to fix my skills since I didn't do the background skill rules on accident.


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Cornu:
Gurg is a guide who hires himself out to travelers. He is a hill giant barbarian, prone to ragefits frightening even by gisnt standards. He's also an exceptional combatant (power attack, cleave, vital strike, quick reflexes rage power). No other unique resistances or abilities.


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

It does seem sort of an unlikely time to negotiate... and i think that takes a full round action anyway, right?


Male Human (Ulfen). NG Fighter 8. HP: 76/76. DR 3/-. AC 28/26, FF 25, Touch 14. Fort +8, Ref +5, Will +7. CMB +12, CMD 24. Base Land Speed: 40ft. Perception +21. Initiative +3

Damn that is more damage than I remember giants putting out. Fingers crossed he goes for the hound archon first... and then misses with the secondary attacks against Iyon as that hound archon will probably be dead in one swing.


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I know I had to read his statblock a few times to make sense of it. 33 Strength raging and power attack with 10 BAB and a +1 weapon. Some barb class levels. Reach, Quick Reflexes (Cornu made a Knowledge roll, afterall). He's "only" CR 10.


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

maybe beg for mercy. oi.


Male Human (Ulfen). NG Fighter 8. HP: 76/76. DR 3/-. AC 28/26, FF 25, Touch 14. Fort +8, Ref +5, Will +7. CMB +12, CMD 24. Base Land Speed: 40ft. Perception +21. Initiative +3

One crit and there's a dead PC. I had a fighter on full hit points get taken out with a single crit from a frost giant with a great axe back in 3.5! Fingers crossed it works out for us. If Iyon dies, I'll just have to make another guy I suppose.


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His weapon is also keen. His second hit on the bear crit, but there was no need to confirm...


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

Speaking of keen, my paladin isn't going to be keen on taking on an evil giant as a guide, if some were thinking that way; though he might accept such an outcome if it means that the party lives.


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

the problem is... Ulave is the face in this group. He'd have the best chance of any of turning this think around. Just doesn't seem very likely though does it.


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I've inserted one dog and three cat tokens for Rurik and Cornu, and you should be able to move and edit them. Let me know if there are any problems.

You all get the impression that something has driven this giant insane, and he doesn't seem at all likely to listen to anything but the sound of breaking bones, much less that of reason.


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

Gurg just needs a nap.


HP 62 | AC 21 T 16 FF:16 | F +14 R +14 W +12 | CMB +7/+2 | CMD 22/17 (17/12 FF) | Init +5 Perc +6

i'll be out for the next couple of days. if there is a third round, just have Ulave take another 5 steps back and shoot the same.


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I'm not sure Cornu was close enough to position all his leopards for a full attack, but we'll handwave it for this first fight. The range on summoning is just something to remember going forward.


Male HP 77/77 | AC 33 T 14 FF 29 | F +11 R +6 W +7; +4 vs disease/poison | CMB +6 CMD 19 (17 FF) | Init +1 Perc +14 | Bombs (4d6+5) 14/14 | Demolition Bomb 1/1 |

Lost a long post to the maintenance yesterday, and just now managed to reconnect.

I got the delay wrong last time, so I'm assuming that the move action and the standard action attack took place.


25'+15' at level 7. Got it. Didn't realize it at the time; new to this wizarding business.

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