
Vermilion Vixen |

Okay... I'll correct the dogs' AC.
Yeah, 5ft move for the ape. Easier than figuring out how to redo everything, and it seems his attacks missed with the AC correction.
That miss chance worked out nicely for Cahsara. The destruction is my way of saying she avoided double-damage from the critical hit that the d100 prevented. For miss chance 20%, 1-20 = miss. For 50%, 1-50. For 80%, 1-80.

Caledon Whitetree |

Are the 209s moving in a straight line toward the street or are they converging on party? I might have some tricks up my sleeve for the RUDs depending on where they move to.

Vermilion Vixen |

They won't cluster. A middle ground between converging and remaining spread out would work. For simplicity, a straight line also works.
I added AC to all of the clockworks. They are different types, but every clockwork I am using has the same AC.
Sorry, WW—the AC is 20. No need to roll a range penalty. (I'll calculate it.) By next round, I believe all targets will be within 80 ft.

Vermilion Vixen |

Not a problem. Since you mentioned your move and no die roll was required it seemed simpler to just move you along.

Caledon Whitetree |

Caledon's initiative is higher than Mavrin's but Mavrin beat me in posting. I'm not sure if I caught him in the haste spell before he darted away.
If I did he should be able to move the distance he did and also make an attack.

Vermilion Vixen |

I prefer going in order posted. It normally works better in a PbP to alternate PC and GM turns and leave it at that. Then no one needs to keep track of what their characters see and hear.
I've played a PbP where initiative determined turn order for both PCs and NPCs, which way too often resulted in psychic NPCs who undermined PC actions before the low-initiative PCs acted.
Imagine a game of "PbP Chess," where you tell me you're about to move your queen and that will be checkmate. But I'm GM'ing and am ahead of you in initiative, so I castle, then move your queen as you said. Only now, instead of winning, my rook is in position to take out your queen.
I actually played a game where battle was that bad, and on more than one occasion resisted the temptation to "hold my action until the beginning of next round" just so my character could act while I knew where the enemies were.
Anyway, sorry to rant. But that's why, when I GM, the initiative roll is just to see who acts first: you or the enemy.

Cashara Aivion |
1 person marked this as a favorite. |

Hey, that system seems to work so far.
I think its a good idea that you simplified it. makes it easier.
well, anyway.
I working on converting/changing/adding a few things to all aliases (my characters), so that GMs know what I got and what I can do, and don't need to go looking all over the earth to find out whether they will allow my items, feats, and traits and the like.
I thought it would be a good idea, I thought the GMs would like that a lot, make it so they can say yes/no ASAP with out having to take up half an hour looking things up.
I thought it would also put me at a bit of top list for being picked for campaigns join lists.

Vermilion Vixen |

@Johnny, I updated the map. The Velvet Ape has a charge path vs. Dr. Marvin. I decided to use a song lyric to give the Velvet Ape a wimpy weapon to soften his melee attack. (His STR is 28.)
But more importantly, I think it makes sense for the RUDs to cluster together. Assume none are in positions of cover. I couldn't find "Elmer" on the map, but Elmer and David should be close to each other. If anyone has an AoE attack, some RUDs are paired up for that now!

Vermilion Vixen |

I thought it would also put me at a bit of top list for being picked for campaigns join lists.
I have no idea how to do that. It almost seems like you either get really lucky, or you've RP'd with someone on this site and can get into a game because of that person. That's why I reached out to new players for this game.
I was lucky that someone took a chance on me when I first joined the site. It's apparently very hard to actually get picked for a game, and it seems like there's always this long, dragged out approval process. I don't have the patience to try that.

Cashara Aivion |

oh.
I just thought I would be more appealing to GMs because I hade things ready for them to look up instead of them having to do a bunch of searching themselves.
but it makes sense, connections help a lot.
take a look at Cashara in a bit, not done converting things yet.
but take a look at my new alias Madlock, if you do, you'll see what I'm trying to do with my other aliases.

Dr. Mavrin |

Ok, so I have a plan for taking down the Velvet Ape (hopefully) but I need some information first.
1. How large is the doorway to the house? Will the Ape fit?
2. Is there a door on the house? If so, what kind?
3. Will the Ape damage the door or the house to get in?
Thanks! Hopefully this works out and the Alchemist class abilities can shine!

Vermilion Vixen |

I was thinking it's an open door, but if you need it closed, you can ask the dwarf (the one that failed his escape check) to kick it shut. We'll just say he is able to kick a door.
I suppose dwarves would have a 5'0" tall door that is almost as wide as it is tall. 4x5 or 5x5.
The cottage is 20x20, and two stories tall with high enough ceilings even for a 7'0" Ape. (~10' per floor.)
Would the Velvet Ape try bashing the door? Hard to say—the machines have gone crazy. He would need to put the pillow down and use his bare hands—or his battering-ram-like head.
The door is made of wood.

Caledon Whitetree |

I was thinking it's an open door, but if you need it closed, you can ask the dwarf (the one that failed his escape check) to kick it shut. We'll just say he is able to kick a door.
I suppose dwarves would have a 5'0" tall door that is almost as wide as it is tall. 4x5 or 5x5.
The cottage is 20x20, and two stories tall with high enough ceilings even for a 7'0" Ape. (~10' per floor.)
Would the Velvet Ape try bashing the door? Hard to say—the machines have gone crazy. He would need to put the pillow down and use his bare hands—or his battering-ram-like head.
The door is made of wood.
A wider door makes a lot sense for a workshop.
Guys don't forget your haste buff!!

Caledon Whitetree |

Now that we have a good look at the RUDs are they being ridden or are the 5 riders somewhere else, like the cottage.

NPC: RUD-209 |

The sphere is 8 ft in diameter. It looks EXACTLY like the avatar.
"Exactly" might be a strong word, in case you're looking for the doohickey that shoots silverbells. But it looks DARN CLOSE to the avatar.
...'s appearance.

Caledon Whitetree |

The sphere is 8 ft in diameter. It looks EXACTLY like the avatar.
"Exactly" might be a strong word, in case you're looking for the doohickey that shoots silverbells. But it looks DARN CLOSE to the avatar.
...'s appearance.
That's a big spider.

Vermilion Vixen |

I suppose it is a bit large as a perfect sphere. I was looking at the dimensions of a Smart Car, which is ~8'6" long but only ~5'0" tall.
A 6-foot sphere could work better for the imagery I'm aiming for. Basically, the sphere is Smart-Car-sized.

Dr. Mavrin |

Vermilion Vixen wrote:I was thinking it's an open door, but if you need it closed, you can ask the dwarf (the one that failed his escape check) to kick it shut. We'll just say he is able to kick a door.
I suppose dwarves would have a 5'0" tall door that is almost as wide as it is tall. 4x5 or 5x5.
The cottage is 20x20, and two stories tall with high enough ceilings even for a 7'0" Ape. (~10' per floor.)
Would the Velvet Ape try bashing the door? Hard to say—the machines have gone crazy. He would need to put the pillow down and use his bare hands—or his battering-ram-like head.
The door is made of wood.
A wider door makes a lot sense for a workshop.
Guys don't forget your haste buff!!
Which I sadly don't have! :( But my plan should work!!!:)

Caledon Whitetree |

I'm feeling a little nervous about this fight. I've never had an encounter on this scale before.
I have a few ideas, but I'm not sure if they'd make things better or worse. On top of that, I might have to spend a few rounds protecting the party before I'm ready to go on the offensive and by that point the tactical situation might have changed so that what I have in mind be a very bad idea.

Vermilion Vixen |

The damage is:
• 12 to Dr. Marvin
• 6 to Cashara
• 6 to Umbra
• 4 to Thunder
...and yeah, the machines aren't taking damage, but you're accomplishing more than you think. After Jessica posts, you'll see what I mean. (I mean... after I post after Jessica posts. Then you'll see.)

Vermilion Vixen |

I'm feeling a little nervous about this fight. I've never had an encounter on this scale before.
As long as it's tense, worrisome, but still more fun than stressful, I'm glad to hear read this.
There are so many gamers who say if players know you won't kill their characters, there's no suspense, no tension, no... I dunno, no dead PCs? I think if you play good guys who want to save not-plot-armored NPCs or just plain succeed, not look like a chump, you still have all that.
All but the dead PCs, anyway.

Caledon Whitetree |

Vetalia's Hurling charge let's her stop her charge and throw her starknife. Scout's charge gives her charges sneak attack.
She ended her turn 30ft from the RUD.

Caledon Whitetree |

As far as I could tell from reading, even with Haste she only gets one attack when charging.
I told her to do two dice rolls, one 1d4+7 for the single knife she threw and then a second roll of 3d8 for the sneak damage that knife did.

Vermilion Vixen |

As far as I could tell from reading, even with Haste she only gets one attack when charging.
I told her to do two dice rolls, one 1d4+7 for the single knife she threw and then a second roll of 3d8 for the sneak damage that knife did.
Does this mean damage remains 29?

Vermilion Vixen |

I'll confess that I assumed her target was the left RUD. However, the glitterdust actually froze over on the window, making it impossible for the drivers inside to see what they're doing. Those RUDs are shut down.
I figured Jessica would prefer I redirect her attack against an enemy that's still a threat, rather than waste the roll against a downed opponent. Either way, the center RUD would attack her. The difference is that now you have two down, one damaged (as opposed to two down and damage being irrelevant).
I was trying to post quickly before work, so I didn't really clarify in my post, but the dusted RUDs are out of the fight. Their red lights are off and the machines are silent. Your characters can reasonably suspect that once the light goes out, the machine will not attack. Your characters probably don't know why glitterdust would be that effective... yet.

Vermilion Vixen |

Oh. My misunderstanding. But at least the grapple failed so you can drink the mutagen. The grapple bonus is quite high, so I was glad to have rolled that natural 1!

Cashara Aivion |

Hey, sorry I was not on yesterday.
I had something come up to soon to notify you guys.
I should also worn, I will not be on this Saturday or the next.

Vermilion Vixen |

Is the Velvet Ape inside the cottage now?
Oh... right! Dr. Marvin ran inside.
So no—call the natural 1 a failed AoO to stop the Doc from running inside. That's probably the reason I was rolling a grab, but I went to bed and just made a quick pre-work-commute post.
So Dr. Marvin runs away fro the Ape, the Ape fails to stop him, and the dwarf pushed the door shut. Dr. Marvin will notice that the dwarves all have... (PM to Turlin)

Vermilion Vixen |

In that case, do I still get to hit him with an AoO?
No.
While your post clearly had you going inside, then getting the vile, I woke up this morning and must have remembered it wrong: move action to get vile + standard to drink... so in my head I was picturing the Ape trying to grab you, only for you to transform and bite his nose.
Admittedly, that's what I get for thinking I can remember anything at 5:30am, but I wanted to get that GM post knowing today would be a hectic work day. (It was, though it ultimately went well, after a major CF that involved a lot of unnecessary driving and electric sockets.)
Anyway, you're inside; the Ape is outside. Neither of you can hit each other. Technically, the failed grapple attempt should be his AoO and I owe him an action but...
1d20 ⇒ 4
...let's just say whatever that natural 4 is, it missed.

Vermilion Vixen |

@WW,
You need to roll crit damage. (You would have seen that, if not for the miss chance I rolled after my nat.20 vs Cashara. I would have rolled 2d6+2 for the bonus damage of the silverbell's x3 crit.
You can post a roll of 3d8 for the bonus damage of your x4 crit. (Also, thanks for explaining the deed that doubles crit threat.)
I also thought you were supposed to multiply the roll in my first PF game, and I was also told otherwise after rolling max damage. This news is probably more welcome if you hear it after rolling 1 damage.

Vermilion Vixen |

Also @WW, let me know if you're targeting the center enemy or another.
If you WANT, you can hold your fire until Vetalia acts. It's possible that Vetalia and her animals will take out the center RUD. You could then shoot at another. It's possible that your crit and second attack will take down more than half of a single RUD's HP. If Vetalia fails to his her opponent at all, your attack will very likely finish the job even if your 3d8 roll is below average.
If your first shot (8 + 3d8 damage) takes out an enemy, I'll redirect the second shot (4 damage), so you don't waste the attack.

Vermilion Vixen |

@WW, here are touch ACs:
• RUD-209 = 12 AC (Clockwork Steed)
• Velvet Ape = 14 AC (Clockwork Soldier)
• Cowbot = 15 AC (Clockwork Gunslinger)
I think bullets (adv. firearms) hit based on touch AC, so if I treat AC as 20 when you attack, that's a mistake on my part.

Cashara Aivion |
1 person marked this as a favorite. |

for my to touch roll
touch attack roll: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 ⇒ 8
and I think I will hold, but could I keep the rolls?
damage/crit: 1d8 + 3d8 ⇒ (3) + (4, 6, 6) = 19

Cashara Aivion |

reminding you, I will not be on tomorrow or Sunday.

Caledon Whitetree |

@WW, here are touch ACs:
• RUD-209 = 12 AC (Clockwork Steed)
• Velvet Ape = 14 AC (Clockwork Soldier)
• Cowbot = 15 AC (Clockwork Gunslinger)
My guesses were all right. I figured too you'd through us a few bones like the pillow and shutting down via glitter dust if the CR13 was too hard.

Vermilion Vixen |

Oh, yes... you keep all the original rolls. Just the crit damage is needed.
So your crit is not 19. It's 8 + the above 3d8 roll (4,6,6) for a total of 24. (Ignoring the 3; keeping it as 8 like you originally rolled.)

Vermilion Vixen |

Vermilion Vixen wrote:My guesses were all right. I figured too you'd through us a few bones like the pillow and shutting down via glitter dust if the CR13 was too hard.@WW, here are touch ACs:
• RUD-209 = 12 AC (Clockwork Steed)
• Velvet Ape = 14 AC (Clockwork Soldier)
• Cowbot = 15 AC (Clockwork Gunslinger)
Treating the RUD as a vehicle—no will save.
I also would have removed the disease effect had I used Toy Golem, which was one clockwork I considered. I like to use official creatures as a base, then change them. Stats bore me, so aside from decreasing or increasing HP, I leave stats alone.
I make some minor adjustments based on real stats:
• silverbells are weaker than bullets (d6 instead of d8, x3 crit instead of x4), but magic (+1 silver).
Or just make some attacks statistically equal to the official PF version:
• Jacob Marley chains = Lv.2 Net spell (or is it Web?)
• Rudolph Nose-butt = Clockwork Steed's bite attack
The Velvet Ape's pillow attack is a 1/2 STR d1 weapon. Song lyric: "So soft, the wrath of my pillow attack! So soft!"

Vetalia Ke'aka |

VV, I don't know how I got kicked by a bot when I stopped 30 feet away from the left bots who were shut down by the glitterdust. I am about 100 feet from the center bot so I definitely could not be kicked by it. You had 5 shots from 3 bots. You shut down the 2 left bots, so they could not have shot anyone.
Right now the center bot is behind the ape in my line of fire, so I can't shoot at him, I would be having to shoot the ape. I don't know who I am supposed to be going after. I am kinda lost on what the battle is supposed to look like, or where I am supposed to be.

Vermilion Vixen |

The shooters have BAB +8. That's 2 attacks each if they don't move. Not that the second shot from each has the bonus reduced by 5. Once your BAB is 6, you will also gain a second attack during a full attack.
I was redirecting your attack so you wouldn't hit the RUDs that Caledon's glitterdust shut down. I didn't think you'd want to make an attack against an enemy that doesn't need to be hit. You did a lot of damage, so I would feel like I'm cheating you by forcing you to attack the enemy that is no longer a threat, which your character would likely notice.
If you insist, I can direct the attack back to the original target, but there would be no benefit. Either way it's down and you still get attacked.
The center bot has a 100' foot charge (50 ft base speed), and the ape can easily step aside. I will check the map and make one of the following adjustments:
• make the center RUD charge Vetalia (-4 AC, in addition to penalties from her attack)
-OR-
• if the charge can't be done (due to obstacles), I'll have it shoot twice, using current d6 rolls and ignoring the d8 roll

Vermilion Vixen |

Current damage is:
Vs. Players
• 12 to Dr. Marvin
• 6 to Cashara
• 6 to Umbra
• 4 to Thunder
• 16 to Vetalia
• 5 to Caledon
Vs. Enemies
• Left RUD down
• Left RUD down
• 29 to Center RUD
+ this round...
• 34 to Center RUD
• 5 to Right RUD
• 5 to Right RUD
• 5 to Velvet Ape
+28 Damage from Cashara's attack (24 from the 1st shot; 4 from the 2nd)
---
@Jessica,
I'll give you a choice:
#1) Let Cashara take out the center RUD. Her 28 damage is enough to finish it off. Then you can attack the Ape or an RUD on the right.
#2) You and your pets can hit the Center RUD back, and if you take down the center RUD, I'll redirect Cashara's attack. If you weaken it, she'll finish it with one shot then shoot a different RUD with the second shot.