Talanor, the Last Haven (Table #2)

Game Master Valjoen_KC

Current Date: 19th of Selefis, 7995 E.C.

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Sorry for the slow posting over the past couple of weeks. Work has been extraordinarily busy due to two unexpected acquisition transactions. I'm expecting next week to be the same and then things free up after the 10th. So, please bear with me and we'll get some momentum as the month progresses.

Thx.

Val


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

No problem. Last few weeks have been crazy for me too, particularly this week. I just had my last final exam of the semester so I should be much more available now! One more schoolyear and I'll have my BAS!


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Okay, so going over the loot that we've recovered from the Second Scribe, and I have a few questions.

1) We recovered clothing, at least three sets, from the apprentices' chests. How many sets exactly, and what are they in terms of PF clothing rules (so I know what they weigh).

2) Same for the blankets recovered from the apprentices' belongings, what sort are they?

3) Valjoen, you asked which journal Kayin was reading. I've looked, and looked again, and I can only see the one that we found in one of the chests. If I'm missing one, or more, please let me know!

4) Titan, you apparently missed the last time I asked this, but would you like to lay claim on the satchel for your future bonded item use?

On another note, I think Sautekh might be enjoying more power company antics, which I hope get resolved soon.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30
Kayin Ashok wrote:
4) Titan, you apparently missed the last time I asked this, but would you like to lay claim on the satchel for your future bonded item use?

Yup!


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No
Titan the Hunter wrote:
Kayin Ashok wrote:
4) Titan, you apparently missed the last time I asked this, but would you like to lay claim on the satchel for your future bonded item use?
Yup!

So noted!


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

You know, I just an odd thought. How many casts of the create water spell would it take to fill that dried lake around the Bright Tower?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Infinite: "This water disappears after 1 day if not consumed."

You would need a decanter of endless water like from the old, old days to do what you want.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Yarp. A necessary but sad nerf of the spell.


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Sauttekh (Bloodpaw) hasn't posted in a month here or any of the 4 campaigns he was playing. I'm guessing either the power crisis he alluded to has returned or he has otherwise gone awol.

I'm going to remove him from the current encounter and adjust otherwise. For story purposes, we'll say that he failed to show up the morning after the clearing of the Second Scribe.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

A bit of casual Googling shows that the only country undergoing nation-wide power issues at the moment is South Africa. It that is indeed where Sautekh is located, then he's probably got quite a bit on his plate to deal with right now.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

That’s a bummer. I hope he’s okay.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Titan, considering how Bjorkus is getting wailed on with such worrying regularity, have you thought about investing in barding for him? Even some basic studded leather might help out.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

He has barding already.

Quote:
Other Gear leather armor, bedroll, candle (10), flint and steel, hemp rope (50 ft.), manacles, pot, soap, waterskin


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Well, not exactly accustomed to critters having their own gear, so I didn't think to look for any :D. And that's actually kind troubling, then. He has armor and is still getting slapped around like that.

I think I might have to look around for oracle spells to remedy that, if possible. Can't have Bjorkus getting freely beat on like this, and Kayin is going invest a lot into supporting the allies that keep his precious self intact, after all.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Low levels are always rough since a lot of class features haven't come online yet. Once his natural armor starts ramping up he'll be less of a punching bag. Also, once I get 2nd level spells I can be his HP battery via shield other.

Really though, he shouldn't be the front line. He should be in the back rank protecting Titan and/or attacking a flank. We started this encounter poorly positioned and as a result, poor Bjorkus ended up tanking the entire fight.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Yeah, I knew I should have just shot those lights into the building and seen if anything jumped for them. Zombies don't have the brains for complex thought like "those are distraction, ignore them" and probably would have responded. That would have let us set the pace of the fight then, once we knew what was lurking.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Truth, even bear animal companions make for iffy front-liners. Getting them a proper AC is tough, and their to-hit is usually pretty abysmal at low levels. Once they go through their advancement (is it 7th level for bears, or 4th?) they get a lot meatier, but even still a heavily-armored PC is usually a better bet.

I'm all for Bjorkus disengaging to draw them out. Really put these longspears through their paces.

The dancing lights idea should definitely go in your back pocket. That's not a bad tactic and I think we should try it next time!


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No
Randall Shadowcrown wrote:
The dancing lights idea should definitely go in your back pocket. That's not a bad tactic and I think we should try it next time!

Someone's been looking at a character sheet and reading secret things :p.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

No? I was just going off what you just said. I guess I kind of assumed it was dancing lights. I promise I didn't read anything! :S


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

OK, so These are the rules we're using for Essence in this campaign, right?

So we need to make Knowledge (Arcane), (Religion) and/or (Planes) to work out what kinda Essence these are, if I'm reading this right. Sadly Muraisa isn't good at any of those...


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Correct.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Sorry for my sudden absence. I had a financial crisis loom up and have been very preoccupied. I will try to be better about posting.


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No worries, Randall. Hope things improve for you.

I'm in meetings at work until 7:30pm tonight. So, probably no gameplay updates today.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Going in alphabetical order:

1) Kayin
2) Muraisa
3) Randall
4) Titan

First: 1d4 ⇒ 4
Second: 1d3 ⇒ 1

Titan and Kayin win the first two primal essences!

Have we determined how essences work for companions? Can I allocate mine to Bjorkus?


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

Sounds good. Randal and I can fight over the next one.

...to the death.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Pffft, he just has to offer a suitably alcoholic bribe, and he's clear.

But don't feel depressed over losing out because, depending on what specific sort it is, I'll probably be giving it to someone else in lieu of something I can actually use in the future. Primal essences don't do squat to improve casting or sundry bonds, which the two that I'm most interested in at the moment. And a weapon bond, which they are good for, is third on my list of bonds (maybe fourth, depending on how necessary armor gets).


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

That's not entirely true one could add a primal essence to a casting bond to grant a spell. For example, a Primal Death essence could grant any first level necromancy effect. Perhaps even use it to improve your necromancy casting.

"Characters can store essences and later combine multiple essences to create unique powers for legendary items. For example, if a character wants invisibility on an sundry bond, they wound need to imbue either a) an illusion arcane essence plus one other arcane essence of any type; b) an air primal essence plus one other primal essence of any type; c) a trickery divine essence plus one other divine essence of any type; or d) any combination of two of the following: an illusion arcane essence, an air primal essence or a trickery divine essence."

You could probably also use it to add low level necromancy effects to sundry bonds.

I know for a fact that you can use it to create a reusable haunt siphon

The moral of this story is that the wiki is your friend and essences are limited in part by your imagination.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

I've read the wiki, and have made note of what you quoted there. However, I'm not going to slap an essence on a bond just because I happen to have one, and holding it until I figure out a use for it when someone else--such as Muraisa, whose axe would certainly benefit from just the enhancement bonus alone--could use it better right now is wasteful.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

I am on the road this weekend but will still try to post at least once if I can.

As to the essences, I think Niyut may have a point. I mean only our third fight and we already found two. I have no problem with you holding onto it until you can make a flippin' sweet combo platter. That helps the party too. But I doubt Muraisa would argue with a magic axe. :D


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

You certainly don't have to use it, but using it and it "don't do squat to improve casting or sundry bonds" are different things.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

I'm certainly never going to be sad about more murderous weaponry. It'll partially depend on what it is, of course. I'm not sure if the type of Essence is always a direct correlation with the type of enemy it came from, but I would imagine Bone or Death are the most likely to show up here. Breaking and Cruel aren't the most useful things ever.

...however, if I could find someone to help me bind such an essence to my axe so that when one of these damned zombies explodes in a cloud of disease the axe absorbs the effect instead, I think that might be quite a cool thing to do. Muraisa was built to Axe rather than ranged combat, after all, and this disease is really putting a crimp in it. Having Teinntean burn away the corruption would be something that would be a really big help.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Personally, I think the disease absorption is a neat idea that seems theoretically and thematically possible. If you look at the elemental matrix, disease is associated with Primal Death (and Blood).

Also, while cruel and breaking might not be to your cup of tea, I think they are guidelines not absolutes. The GM should correct me if I'm wrong, but primal death essences should be able to get things like bane (you are better at killing) or vampiric (you get benefits from killing).


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Our GM is down and out with the flu at the moment, so he's not likely to be posting much, or soon.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

No problem. Feel better soon, Valjoen!


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

As long it doesn't involve creepy zombie disease, he'll probably be fine.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

I suppose I should get GM clairifcation - I was reading the whole 'If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move' as you needed to do a normal move - as in the kind that will allow an attack of opportunity to trigger - for the thing to work, rather than a 5ft step.

If not, that's awesome - the only changes will be that Muraisa missed with her axe instead - but at least it saves me a move action next turn.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Drawing a weapon doesn't normally provoke, but attacking unarmed without improved unarmed strike does provoke. (Also non-lethal doesn't do anything to the undead.) So punching it may give it a free attack on you.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

...I swear, every time I think I have these rules down...you'd think that playing the game since the first edition of the Core Rules would give me some idea what I'm doing.

Drawing a weapon doesn't provoke, but moving (the non 5ft version) and drawing would provoke. I don't think you can use a 5ft shift and draw a weapon in the same action, because you can only move and draw as one thing as part of a Regular Move.

I was working on the assumption that This thread is correct, and you can't draw a weapon as part of a five foot shift because of Rules.

...but completely forgot that the Unarmed Strikes provoke.

OK, so - I can't use a ranged attack, as I'm too close and would get AOO. I can't shift back to get range because there's nowhere to go since folks are in the way. I can't draw a weapon and move up, as I can't 5ft shift and draw and if I use a regular move I provoke an AOO. If I attack unarmed I also provoke.

Awkward.

Alright, since there is no way to escape the AOO (and if our wise and benevolent GM doesn't mind the retcon - I swear we'll have a fight where I get all the rules right eventuall) I'll go with the version where Muraisa drew her axe and took an AOO for moving up to attack, rather than taking an attack for the Unarmed Strike. Since there is no escape from the AOO, I might as well take the one that gets me a big axe.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Hey hey! Sorry about the delay. Super busy with work yesterday and intermittent storms today keep making the internet go wonky.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Say, can I get a map of the room I'm in when you get the chance? I'm not sure what's around me; it sounds like the room is empty for the most part but I'd like to make sure. Plus it will help plot out my movement.

I really hope there's nothing down here. I will be sad if Rand only lasts two days. :P

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Are minotaur common in this part of the world?


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Not that Titan would know offhand. You could make a Nature check to see if you have any deeper knowledge.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

@Muraisa: I cannot figure out a way to kill these things safely. I apologize for what’s got to happen here.

@GM: It’s a moot point currently but Titan made a nature check a few posts ago.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

Don't worry about it. I played a melee character in a game that's really bad for melee characters, and dived into a pit after an undead minotaur. It's not a shock that Muraisa's probably gonna die in this scene, but Muraisa - especially a raging Muraisa - wouldn't have let the minotaur go down into the pit and munch a friend.

Character choices don't always lead to the survivable choice, but they're the most fun to play.

...briefly.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Ditto on the "briefly" part. :P


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Muraisa wrote:

Character choices don't always lead to the survivable choice, but they're the most fun to play.

...briefly.

True... but it was an epic leap and kill shot from the ground! And it still isn't over yet.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

It's not that the campaign is bad for melee, it's just that these zombies are bad for melee. I can assure you, the BT campaign didn't face these at all.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

There appear to be several feats and class abilities that let one impale things, but It doesn't seem like something that comes in a base combat maneuver.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

Quick heads up:

I'll be traveling internationally between 7/3-7/14. I intend to post but will undoubtedly be slower.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

No problem!

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