Intense Variant Rules Gestalt Mythic Rise of the Runelords Anniversary Edition (Inactive)

Game Master Sebecloki

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Brother Ionacu wrote:
Brother Ionacu will withdraw as quickly as he arrived, leaving the caster stunned in his wake!

OK, you go at the same time as Ynja, so I'll rule you can get out of the way if you have the movement. What's your speed?


Vigor 40/40 Wounds 36/36 | Init +8 | AC 19, ff 15, touch 19, CMD 21 +6 mythic armor | Fort +12, Ref +12, Will +13 | Move 70' | Perception +11 | Mythic power 5/0 | Hero points 1/1 | Active: Longarm

70' (!)


Brother Ionacu wrote:
70' (!)

Fine, then you'll easily clear it.

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

I guess that's cinematics over rules here, called rule of cool, but that's fine for now.

Pai Song looks up as the obviously crazy woman who behaved so harsh the night before announces she's going to explode the siege weapon, then begins to retreat as quickly as possible as well.

You lunatic, don't destroy the ship! It's important! Better capture some of them!

Full retreat down the plank and away.


Pai Song wrote:

I guess that's cinematics over rules here, called rule of cool, but that's fine for now.

Pai Song looks up as the obviously crazy woman who behaved so harsh the night before announces she's going to explode the siege weapon, then begins to retreat as quickly as possible as well.

You lunatic, don't destroy the ship! It's important! Better capture some of them!

Full retreat down the plank and away.

I'm going by the rules for the alchemical fire when it explodes -- and she rolled an attack for a standing object. What other rules don't you think we're following here.

The damage isn't going to kill the foes, it's going to dump them all in the water as far as I can tell right now, which will still be a better position for you to deal with them.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

I agree Rule of call here, GM, happy for you to play this out how you see fit. But I would not have her shot if she felt any player would be in danger. I don't done PvP. My feeling is that weapon can kill 100s if not taken out, each volley means more dead, she is attacking it so with the rounds gone its stopped. So spending one Hero point for effect but also to save the other players. Rule of cool yarr

In that moment she fired, the flash of the gun and the round coming out. She looked on as if the world had slowed down. Down it went and hit the balls of green goo.


Here are the rules I'm using for Alchemical Fire:

Siege Engines - d20PFSRD: Special Siege Weapon Ammunition (Alchemical Fire) wrote:

Alchemical Fire: This hard, ceramic canister of alchemist’s fire can be used as ammunition in catapults and trebuchets. When it hits its target square, it deals 4d6 points of fire damage to each creature and wooden structure within 5 feet of the target space, and each creature must make a DC 20 Reflex saving throw or catch on fire (wooden objects automatically catch on fire). Every creature and wooden object within the area between 5 and 30 feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader’s choice) were the target square. This alchemical fire ignores the hardness of wooden objects.

damage to villains (alchemical fire): 4d6 ⇒ (1, 2, 6, 4) = 13

reflex save villains (DC 20): 6d20 ⇒ (3, 6, 11, 16, 1, 1) = 38

The caster makes her save, but no one else does. Everyone is in the water paddling feverishly to get to shore.

Ynja's deftly-aimed fuselage detonates the ponderous siege weapon used by the previously-invisible attack party, instantly sending a torrent of bright green fire into the heavens.

The four hobgoblin warriors, the robed half-elf, and the lumbering feline all leap into the chilly waters of Lake Tagomi to avoid further danger as their previous station on the boat shrine erupts in torrents of crackling flame.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Ynja takes the full blast from the torrent of bright green fire reaching for the heavens.
The flames lash her then she is lost from sight as the rigging caches fire.
No one could survive that heat and shock.

Don't worry about her she will show up again


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Using a hero point for +8 Luck Bonus

Reflex, DC 20: 1d20 + 8 + 8 ⇒ (4) + 8 + 8 = 20

Evasion = No Damage

Shi ducks down, and allows the blast to go over it, the lip of the projectile's stand actually keeping the blast of alchemical fire from doing anything more than singing a few hairs here and there.

Looking over the side of the ship, at the caster and thylacine splashing in the water, it comments. "If anyone can grab the caster, we can get some answers." It rubs some soot off it's face.

Going to assume Shi's a bit preoccupied with not dying to notice Ynja pretending to die


Ynja Eva Ragnavold wrote:

Ynja takes the full blast from the torrent of bright green fire reaching for the heavens.

The flames lash her then she is lost from sight as the rigging caches fire.
No one could survive that heat and shock.

Don't worry about her she will show up again

It's not that much damage, you have to roll a reflex save and then jump or something. She's not going to die from it unless she hangs out on the burning ship and takes 4d6 damage every round.

If you're just writing the post this way for cinematic effect, reply in a spoiler what Ynja is doing so I can know how to have her reappear in a suitably eventful manner.


Shi'Vatha wrote:

Using a hero point for +8 Luck Bonus

[dice=Reflex, DC 20]1d20+8+8

Evasion = No Damage

Shi ducks down, and allows the blast to go over it, the lip of the projectile's stand actually keeping the blast of alchemical fire from doing anything more than singing a few hairs here and there.

Looking over the side of the ship, at the caster and thylacine splashing in the water, it comments. "If anyone can grab the caster, we can get some answers." It rubs some soot off it's face.

Going to assume Shi's a bit preoccupied with not dying to notice Ynja pretending to die

They're floundering around in the water, you've all got to come up with a plan to actually capture them before they get to the shore, the caster activates her wand again, and they all disappear.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Are we still in combat or did we go non-combat? If still in combat, Shi can't go until the next turn, which hasn't happened yet?


I guess it's kind of ambiguous rules-wise when combat 'stops'; lets just say it ends for now, since the villains are paddling, and not able to take combat actions.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Aiming, Shi leaps from the ship and hurtles toward the caster!

Attack: 1d20 + 6 ⇒ (14) + 6 = 20 Using CMB to grab her during the fall and basically cannonball into her
Subdual Damage: 1d4 + 4 + 2d6 ⇒ (1) + 4 + (4, 5) = 14 Assuming it's at least a 20 ft drop from the top of the deck, if it's higher, add D6

Having an extra two limbs, Shi will try to grasp the caster with his two arms, and swim using his four legs.


Shi'Vatha wrote:

Aiming, Shi leaps from the ship and hurtles toward the caster!

[dice=Attack]1d20+6 Using CMB to grab her during the fall and basically cannonball into her
[dice=Subdual Damage]1d4+4+2d6 Assuming it's at least a 20 ft drop from the top of the deck, if it's higher, add D6

Having an extra two limbs, Shi will try to grasp the caster with his two arms, and swim using his four legs.

I'm not very experienced with combat maneuvers. When you say 'Using CMB to grab her' does that mean the +6 is the CMB bonus to the attack roll against her Defense score?

Shadow Lodge

CG Gunslinger Striker/Hedgewitch(6) | Vitality: 194 | Wounds: 124/31 | AC: 55 | Touch: 54 | FF: 21 | DR: 7/armor | Fort: 28 | Ref: 52 | Will: 24 | CMD: 64 | Init: 42 | Per: 18 | Speed: 60' | Tension: 9 | SP: 12 | MSB: 6 | MSD: 17 | Conc: 14 |

Aye, I believe Shi is going for a cinematic mid-air Grapple.


Shi'Vatha wrote:

Aiming, Shi leaps from the ship and hurtles toward the caster!

[dice=Attack]1d20+6 Using CMB to grab her during the fall and basically cannonball into her
[dice=Subdual Damage]1d4+4+2d6 Assuming it's at least a 20 ft drop from the top of the deck, if it's higher, add D6

Having an extra two limbs, Shi will try to grasp the caster with his two arms, and swim using his four legs.

OK, if that's correct than Shi'Vatha is successful, but he's still go to get to shore with her.

Shi'Vatha successfully executes a brutal choke hold on the robed half-elf, landing on her struggling form with a deadening crunch, and hampering her efforts to stay afloat. For several minutes, the mage can barely keep her head above water with the additional weight of the eidolon weighing her down.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

GM:

Yep for effect, she will use.\\Extra Lives (Horrifically Overpowered, Mythic)
You are nearly impossible to kill.
Prerequisite: Extra Lives (Horrifically Overpowered).
Benefit: As long as you have at least one use of the Extra Lives feat available, you can expend three uses of mythic power to use your Extra Lives feat without it counting against the maximum number of times you can use the feat.
If you expend two points of mythic power, you may grant another dead character one of your uses of the Extra Lives feat. You can’t do both of these at once.

using three uses of mythic power. You get to call when she comes back


Ynja Eva Ragnavold wrote:
** spoiler omitted **

Ynga Eva Ragnavold:

Ok, just to be clear, she's going to burn to death on the ship and then come back with that power? In that case I'm writing an extra scene of something that happens to her during the 'in-between' lives period.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

GM:

Sounds good GM, can not wait


Ynja Eva Ragnavold wrote:
** spoiler omitted **

Ynja Eva Ragnavold:

This whole scene is based on the Scientology concept of 'inplant' stations on different planets that thetans (i.e., souls) visit between lives.

Eva's body is speedily reduced to ash by the roaring torrent of the alchemical fire, its unquenchable green flame consuming her body with an insatiable hunger.

Then, it is as if she has awoken again, and feels herself present, but somehow more free than her recent manifestation within the flesh body called Eva. Instead, the personality that had once identified itself as 'Eva' now understood, once again no doubt, that is was an unnamed soul, an eternal essence -- timeless, all-knowing, possessing complete power to exert its will over matter, time, space, and energy.

This eternal entity begins quickly to drift into the heavens, speedily leaving behind the inferno that is quickly consuming the wood of the Yamada Nagasama. Its awareness wheels through the densely-packed clouds, their huddled formation portending a thunderstorm in the next few days. And it rises higher and higher yet, quickly leaving the atmosphere.

Now, returning its gaze to the planet in which its dulled awareness had recently resided, the entire shape of Calidastara is visible.

On one side, now lighted by the sun, are the continents the comprise the so-called 'Known World' -- chiefly Brun, but also Skothar, and Davania, along with the ruins of the Alphatian sub-continent and the Isle of Dread.

Atop the polar and antarctic poles, gaping crevasses reach deep into the planet's crust, leading to the Hollow World.

The far side of the planet, now shadowed, is principally host to the Great Caldera, a circular assemblage of continents connected by the quick travel afforded by air ships.

Between the Known World and the Great Caldera are the lands of Exodus, another continent rumored to be populated by varied and wondrous races.

Circling the planet, the thetan can see the orbitals, remnant of ancient celestial travelers that impede approach by star-faring vessels.

Then, the thetan's attention is directed outwards, to the star-filled void, where it quickly crosses a vast interstellar distance, the lights of various celestial bodies careening by its awareness in an almost indistinguishable blur.

The blur abates and the thetan finds itself careening towards what appears to be a hostile world. Noxious gasses are vented from the surface of the planet, and crackling lightning flashes through the sulfuric yellow sky. Jungle and overgrowth appears to have claimed the remnants of previous settlement.

Upon arriving on the planet's surface, the thetan is greeted by the vision of ruins and a strange metallic entity hovering over the wreckage. The odd object is apparently metallic, and consists five spade like fins attached to one another, resembling something like a mechanical blossom or a fish with almost now body and too many fins. The entity focuses its attention on the thetan...

------------------------------------------------------------------------

Ynja awakens, her face apparently covered with a sheet. She gasps for breath.

I'm interpreting this feat that she's reincarnated in a body that's currently in the town morgue.

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

Pai Song, out of breath from running away from the explosion caused by the maniac, calls out to answer the strange creature.
Yeah go catch that caster! If somebody can find that maniac, she owns some answers as well! There was no reason to cause that much damage, the situation would have been under control and would have been even faster had she helped the fight instead of blowing everything up. That was an important piece of our history here! Let's see if we can save something.

She looks for a chance to put out the fire on the boat to save the rest of it.


Pai Song wrote:

Pai Song, out of breath from running away from the explosion caused by the maniac, calls out to answer the strange creature.

Yeah go catch that caster! If somebody can find that maniac, she owns some answers as well! There was no reason to cause that much damage, the situation would have been under control and would have been even faster had she helped the fight instead of blowing everything up. That was an important piece of our history here! Let's see if we can save something.

She looks for a chance to put out the fire on the boat to save the rest of it.

I'm not sure about rules for putting out the fire based on the description of it as a siege weapon missile. Here's the relevant piece I think from the description of alchemist's fire when hurled in a flask as a normal missile:

Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

"A direct hit deals 1d6 points of fire Damage. Every Creature within 5 feet of the point where the flask hits takes 1 point of fire Damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of Damage. If desired, the target can use a Full-Round Action to attempt to extinguish the flames before taking this additional Damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire."

You can't use a Reflex save because that's like some hopping around to get it off just them. So, I think you either need a lot of water, or magic to douse the flame.


Shi'Vatha wrote:

Aiming, Shi leaps from the ship and hurtles toward the caster!

[dice=Attack]1d20+6 Using CMB to grab her during the fall and basically cannonball into her
[dice=Subdual Damage]1d4+4+2d6 Assuming it's at least a 20 ft drop from the top of the deck, if it's higher, add D6

Having an extra two limbs, Shi will try to grasp the caster with his two arms, and swim using his four legs.

Wait, sorry, I think she might get an attack of opportunity against Shi'Vatha at a steep penalty. Is he trying to do a grapple? Does he have grab or some other ability that negates that?


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)
Sebecloki wrote:
Aleister, Lissala's Chosen wrote:
1d20+10 Perception
Aleister spies with great horror a decorative pagoda in the Shrine of Desna gardens, its elaborately decorated roofs lit brightly with iridescent green flame, veering quickly towards a fleeing child.

Aleister races towards the fleeing child, and tries to tackle the kid out of the way of the toppling building.

Unsure what to roll here. I know normally mythic power doesn't allow for things like an action or hero points, but could I use mythic power to pull this off?


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

She would only get an attack of opportunity if (A) She was not flat footed (swimming would seem to make her flat footed, unless she had a swim speed/made a swim check?), (B) She had a readied weapon in hand or had improved unarmed combat (a weapon is hard to swim with) and (C) Shi did not have improved grapple. C applies, as Shi does not have that feat. However, I am fairly sure A and B do not apply? Most casters don't have improved unarmed attack, and are flat-footed while swimming (or don't have a weapon to hand)? But if you want to give her one, I have no objection.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

Henric is completely out of his depth (literally) in the water, and starts making for shore. He doesn't have any hope of trying to wrangle the enemy combatants while in the water, and seeing that Shi seems to have the most dangerous enemy - the mage - in hand, he aims towards its landing spot in the hope of supporting Shi against the mage, if needed.


Aleister, Lissala's Chosen wrote:
Sebecloki wrote:
Aleister, Lissala's Chosen wrote:
1d20+10 Perception
Aleister spies with great horror a decorative pagoda in the Shrine of Desna gardens, its elaborately decorated roofs lit brightly with iridescent green flame, veering quickly towards a fleeing child.

Aleister races towards the fleeing child, and tries to tackle the kid out of the way of the toppling building.

Unsure what to roll here. I know normally mythic power doesn't allow for things like an action or hero points, but could I use mythic power to pull this off?

Point a relevant one out to me. Otherwise just use something like Acrobatics. Otherwise, you could seize the pagoda with arcane force or something if you have the ability.


Shi'Vatha wrote:
She would only get an attack of opportunity if (A) She was not flat footed (swimming would seem to make her flat footed, unless she had a swim speed/made a swim check?), (B) She had a readied weapon in hand or had improved unarmed combat (a weapon is hard to swim with) and (C) Shi did not have improved grapple. C applies, as Shi does not have that feat. However, I am fairly sure A and B do not apply? Most casters don't have improved unarmed attack, and are flat-footed while swimming (or don't have a weapon to hand)? But if you want to give her one, I have no objection.

That sounds reasonable -- I'm just not as familiar with these maneuver rules as they haven't come up a lot and am trying to follow the flow chart and not just hand wave stuff. Thanks for the clarification, you're helping me learn this system.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

No problem, I had a couple of players in my meat game who used them extensively, so I got most of the maneuver rules in my head now. Plus I played a monk for awhile and used them as well. Good rule of thumb is, if you can't threaten, you can't take an AoO, even against a maneuver.


Shi'Vatha wrangles the hooded half-elf as she flails helplessly in the chill waters of Lake Tagomi.

The oddly-shaped beast which accompanied the band of malcontents bellows furiously as it writhes in the choppy surf of lake's late afternoon tide.

Finally, the armored hobgoblins who had previously manned the immense ballista whose missiles had set the celebrations alight similarly struggle to stay afloat.

The brave warrior-maiden Ynja appears to have sacrificed herself to destroy the siege weapon, as no trace of her is evident in the wreckage.

Cries of alarm go up around the lake as the townspeople rush to douse the torrential fires presently consuming the new Shrine of Desna.

Just to do a round-up of the current state of affairs:

Shi'Vatha needs to find a way to peddle to the shore without the other enemies intercepting him or otherwise delaying his passage.

Henric is in the water, and so might be able to help.

Aleister is in the shrine gardens right now, and still needs to deal with the toppling pagoda.

Pai-Song, Vincent, and Brother Ionacu should all be on the shore, having run down the gang plank.

Finally, Ynja is gone right now.

We are out of combat now, so the characters can freely pursue actions to try to help Shi'Vatha wrangle the mage into a scenario where she can be interrogated.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Taking 10 on swim checks for 18

Having four legs to do his swimming, Shi swims to one side, away from shore. He holds the caster under the water as he swims, waiting for her to stop struggling, either giving up or passing out. Once she stops struggling, he'll pull her face above water and drag her along. If she 'drowns' he'll use his special ability to stabilize her so she doesn't die. Ideally, he'd have one arm around her throat cutting off her air rather than her drowning, basically a sleeper hold as he swims

Rather than swim straight for shore, he swims parallel to the shore, keeping the caster away from her fellow compatriots. "I have the caster, we need to get the others."

Damage from Choke Hold, Subdual: 1d4 + 4 ⇒ (2) + 4 = 6 I don't think she gets armor against this damage, since it's squeezing her throat. Looks like that's not true. She gets the DR against it (oddly). Armor as DR rules don't take into account real things like choking. Anyway, she can hold her breath under the water for conx2 rounds (-1 round for each round she tries to break free, so that's 2 rounds per roudn she tries to break free). Then she makes con checks every round and first failure sets her to -1 HP, then Shi Stabilizes her, so she stays alive and just gets dragged along.

Shadow Lodge

CG Gunslinger Striker/Hedgewitch(6) | Vitality: 194 | Wounds: 124/31 | AC: 55 | Touch: 54 | FF: 21 | DR: 7/armor | Fort: 28 | Ref: 52 | Will: 24 | CMD: 64 | Init: 42 | Per: 18 | Speed: 60' | Tension: 9 | SP: 12 | MSB: 6 | MSD: 17 | Conc: 14 |

Vincent rushes to the shore to intercept the goblins, ready to take them out as they approach. The wind in the area picks up strength.

-------------------------------------------------------------------

Using Control Weather to try to extinguish the flames on the boat. My current range is 120'. It goes up a severity level each round, but the most I can generate is a Strong Wind for now.

Wind Severity:
Light Wind
A gentle breeze, having little or no game effect.

Moderate Wind
A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.

Strong Wind
Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

Pai Song stands lost at the shore, staring in disbelieve at the burning ship, a tear of rage running down her face, as she realizes there's nothing she can do right now to stop the ship from burning.

She calls out to Shi'Vatha:
Bring me that scoundrel, i'll take care of her, and go see if you can save the ship! and waves her gun in the air, motioning towards the swimming hobgoblins as well.
Swim over here and surrender, or i'll shoot you in the water!


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Shi shakes it's head as it swims. "Unless you have buckets for me to pour water on the ship, I cannot put out the flames. We will need bucket brigade. Town should have one here soon." It replies to Pai, but makes for the shore near her, still dragging the (struggling?) caster with it with her head underwater. "Shoot the thylacine now, it cannot and is unlikely to surrender, but it will attack when it gets on shore."


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

Henric swims towards the shore, keeping pace with Shi as he is able.
Would I need to make Swim checks? I am much slower than Shi, I believe, so I am probably playing catch up...


Henric Logos wrote:

Henric swims towards the shore, keeping pace with Shi as he is able.

Would I need to make Swim checks? I am much slower than Shi, I believe, so I am probably playing catch up...

Yes, make some swim checks.


Shi'Vatha wrote:

Taking 10 on swim checks for 18

Having four legs to do his swimming, Shi swims to one side, away from shore. He holds the caster under the water as he swims, waiting for her to stop struggling, either giving up or passing out. Once she stops struggling, he'll pull her face above water and drag her along. If she 'drowns' he'll use his special ability to stabilize her so she doesn't die. Ideally, he'd have one arm around her throat cutting off her air rather than her drowning, basically a sleeper hold as he swims

Rather than swim straight for shore, he swims parallel to the shore, keeping the caster away from her fellow compatriots. "I have the caster, we need to get the others."

[dice=Damage from Choke Hold, Subdual]1d4+4 I don't think she gets armor against this damage, since it's squeezing her throat. Looks like that's not true. She gets the DR against it (oddly). Armor as DR rules don't take into account real things like choking. Anyway, she can hold her breath under the water for conx2 rounds (-1 round for each round she tries to break free, so that's 2 rounds per roudn she tries to break free). Then she makes con checks every round and first failure sets her to -1 HP, then Shi Stabilizes her, so she stays alive and just gets dragged along.

She's not wearing armor, if that's significant for your calculation. That means she doesn't have a DR as far as I know, since it's based on the armor bonus, right?


Vincent Bloodmoon wrote:

Vincent rushes to the shore to intercept the goblins, ready to take them out as they approach. The wind in the area picks up strength.

-------------------------------------------------------------------

Using Control Weather to try to extinguish the flames on the boat. My current range is 120'. It goes up a severity level each round, but the most I can generate is a Strong Wind for now.

** spoiler omitted **

I'm not sure wind can put out alchemist's fire. The description only talks about water and magically extinguishing it -- the question is whether the control weather power counts as 'magically extinguishing'.

Quote:

Alchemist's Fire

Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire Damage. Every Creature within 5 feet of the point where the flask hits takes 1 point of fire Damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of Damage. If desired, the target can use a Full-Round Action to attempt to extinguish the flames before taking this additional Damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)
Sebecloki wrote:


She's not wearing armor, if that's significant for your calculation. That means she doesn't have a DR as far as I know, since it's based on the armor bonus, right?

It does, in which case, Shi gets free subdual damage against her every round, so it'd do 1d4+4 damage (7 pts per round on average), so she likely passes out long before they get to shore. If you want me to roll them, let me know, but I doubt it would take more than 3-4 rounds after all the other damage she's taken.


Shi'Vatha wrote:
Sebecloki wrote:


She's not wearing armor, if that's significant for your calculation. That means she doesn't have a DR as far as I know, since it's based on the armor bonus, right?

It does, in which case, Shi gets free subdual damage against her every round, so it'd do 1d4+4 damage (7 pts per round on average), so she likely passes out long before they get to shore. If you want me to roll them, let me know, but I doubt it would take more than 3-4 rounds after all the other damage she's taken.

Go ahead and roll for 10 rounds so I can have more than I need to work with -- I need to look up what other damage she's taken and check out the movement rate of some of the other villains.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

town morgue:

She opened her eyes and made a soundless scream in her mind. she could not move or breath. The memory of her transition till fresh in her mind. She gasps for breath.
There was some kind of silk cloth covering her from. She had to concentrate, focus her mind to calm down. Her breathing settled down and she took shallower and shallower breaths.

Old habits

She thought to herself.

So whose body was this and how far away her point of death,
With utmost care she lifted her new arm and pulled the cloth away from her face.
looking at the celling she could see deep brown wooden beams, covered with art depicting the underworld.

"Well that looks local"

She lifted her new hand back and held it in front of her new face.

"Younger, and local by the color"

She like to think she had stopped caring what her bodies looked like a long time ago. But the truth was she always want to know if they looked good. This one was not an old grandmother, in her later years, or a child struck down far to earl.
No this one was ok, bit thin but it would no. Looking again at her hand she could see the last effects of her being decanted into the body it was part if. The internal glow and odd designed tattoo that came into being over skin.

"Well now, time to get up"


Ynja Eva Ragnavold wrote:

** spoiler omitted **

Town Morgue:

Really, it's going to be a kind of mad scientist's lair, but let's go with morgue right now for spoilers. It's attached. I'm imagining something like the re-sleeving facilities in Altered Carbon if you saw that on Netflix.

As 'Ynja' awakens in her new body, she is startled by the interruption of a slightly nasally female voice,

"Oh! Look Hiro! It looks like it's chosen Fumiko's body this time. I can only wonder where this one came from. Hard to believe it could be any odder than the last one, but I suppose anything truly is possible."


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Previous Damage against Caster (By Shi):
7HP (Claw, Lethal Damage)
8HP (Claw, Lethal Damage)
10HP (Claw, Lethal Damage)
14HP (Bashing Subdual, From landing on her)
6HP (Choking while draging)
Total after 2 rounds in water : 25 HP Lethal + 20 Subdual = 45 HP Total

Subdual: 1d4 + 4 ⇒ (2) + 4 = 6 25 + 26 = 51 Total
Subdual: 1d4 + 4 ⇒ (1) + 4 = 5 25 + 31 = 56 Total
Subdual: 1d4 + 4 ⇒ (2) + 4 = 6 25 + 37 = 62 Total
Subdual: 1d4 + 4 ⇒ (1) + 4 = 5 25 + 42 = 67 Total
Subdual: 1d4 + 4 ⇒ (1) + 4 = 5 25 + 47 = 72 Total
Subdual: 1d4 + 4 ⇒ (4) + 4 = 8 25 + 55 = 80 Total
Subdual: 1d4 + 4 ⇒ (3) + 4 = 7 25 + 62 = 87 Total
Subdual: 1d4 + 4 ⇒ (2) + 4 = 6 25 + 68 = 93 Total
Subdual: 1d4 + 4 ⇒ (2) + 4 = 6 25 + 74 = 99 Total
Subdual: 1d4 + 4 ⇒ (1) + 4 = 5 25 + 79 = 104 Total

Shi would stop choking once she went unconcious, and use his ability to stabilize to ensure she didn't drown/die/bleed out


Shi'Vatha wrote:

Previous Damage against Caster (By Shi):

7HP (Claw, Lethal Damage)
8HP (Claw, Lethal Damage)
10HP (Claw, Lethal Damage)
14HP (Bashing Subdual, From landing on her)
6HP (Choking while draging)
Total after 2 rounds in water : 25 HP Lethal + 20 Subdual = 45 HP Total

[dice=Subdual]1d4+4 25 + 26 = 51 Total
[dice=Subdual]1d4+4 25 + 31 = 56 Total
[dice=Subdual]1d4+4 25 + 37 = 62 Total
[dice=Subdual]1d4+4 25 + 42 = 67 Total
[dice=Subdual]1d4+4 25 + 47 = 72 Total
[dice=Subdual]1d4+4 25 + 55 = 80 Total
[dice=Subdual]1d4+4 25 + 62 = 87 Total
[dice=Subdual]1d4+4 25 + 68 = 93 Total
[dice=Subdual]1d4+4 25 + 74 = 99 Total
[dice=Subdual]1d4+4 25 + 79 = 104 Total

Shi would stop choking once she went unconcious, and use his ability to stabilize to ensure she didn't drown/die/bleed out

Lethal = wounds damage because the lethal/non lethal distinction doesn't exist in Wounds and Vigor. I have a document I will link that I combined the 3.5 and PF versions of Wounds and Vigor/Vitality and Armor as DR into the exact system I want to use, I'll update sometime next week when I have it finished; it won't make much difference from your end.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Nonlethal Damage wrote:
When a creature takes nonlethal damage, it takes that damage in vigor points only, even if the attack deals more damage than the creature has vigor points. If the creature has no vigor points (and no temporary vigor points), each time that creature takes damage from an attack that deals nonlethal damage, it takes either 1 wound point of damage, or a number of wound points in damage equal to the attack’s critical hit modifier if the attack is a critical hit.

So, in the above, Lethal is normal damage, subdual is nonlethal.


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

Tapping into his deep inner reserves, Aleister dashes towards the seemingly doomed child, grabbing them and attempting to roll both of them out of the way.

1d20 + 9 + 1d6 ⇒ (11) + 9 + (6) = 26 Acrobatics, mythic surge


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

town morgue:

Ynja tried to put out of her mind what she had seen Between lives
Images flashed and memories of other lives other deaths came. Her new body spasmed and started to convulse. Some one was coming over, she was in anger, move MOVE DANGER!!

Ynia rolled and fell off the slab her new body had been on, hitting the round she landed arms out. Taking the shock, who ever it was, was coming around. Her leg came up but she could not control it so fell on her side. they where almost with her. A voice from the past.

"Stop fighting the flesh, from is nothing for an Elan, each body we take will reshape to fit us, but the flash also has to be what it is. Let it, flow with it do not fight it. Find that new fusion and from. Become it and control it."

She took three deep breaths and then focused on the elinic psionic energies flowed throw the flesh. Pushing out the rigger and stiffness, bringing psionic life to what had been dead. This flesh was changing as it did she could feel flexibility here. This body was young but developed. It was toned with good core power, who ever had had from birth had looked after it. She wanted a moment finding the synergy and then moved. Coming up fast she hit who ever it was once in the face and pushed herself back to the wall. She looked around plinking as her new eyes got use to light once more entering them.

"Where the $%£^ am I?"

She barked at those who had talked about her.


Shi'Vatha wrote:
Nonlethal Damage wrote:
When a creature takes nonlethal damage, it takes that damage in vigor points only, even if the attack deals more damage than the creature has vigor points. If the creature has no vigor points (and no temporary vigor points), each time that creature takes damage from an attack that deals nonlethal damage, it takes either 1 wound point of damage, or a number of wound points in damage equal to the attack’s critical hit modifier if the attack is a critical hit.

So, in the above, Lethal is normal damage, subdual is nonlethal.

I looked into this a bit more -- actually this is kind of a tricky point. Here are two rule sets I'm working with:

Unearthed Arcana (3.5) wrote:


Nonlethal Damage

This system doesn’t differentiate between lethal and nonlethal damage. Attacks and effects that normally deal nonlethal damage reduce vitality points, except on a critical hit, in which case they reduce wound points.

Ultimate Combat (PF) wrote:

Nonlethal Damage: When a creature takes nonlethal damage, it takes that damage in vigor points only, even if the attack deals more damage than the creature has vigor points. If the creature has no vigor points (and no temporary vigor points), each time that creature takes damage from an attack that deals nonlethal damage, it takes either 1 wound point of damage, or a number of wound points in damage equal to the attack’s critical hit modifier if the attack is a critical hit.

Quote:

So, in both cases, 'nonlethal' is not a separate 'bin' from 'lethal' like in the conventional combat system. Instead it comes out of either vigor or wounds, depending on how much damage is done. I don't even understand what the PF version is trying to say -- in fact, the first sentence seems to straight up contradict the second. It seems to operate not entirely differently from the 3.5 version, even though the former wants to say it abrogates these categories of 'lethal' and 'nonlethal'. I need to look over some stuff again in thinking about how to resolve this issue.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity
Sebecloki wrote:
Henric Logos wrote:

Henric swims towards the shore, keeping pace with Shi as he is able.

Would I need to make Swim checks? I am much slower than Shi, I believe, so I am probably playing catch up...
Yes, make some swim checks.

Henric does not try anything fancy - he's not the greatest in the water, though he at least knows how to swim. He's just trying to reach shore at roughly the same point Shi will / is.

Swim Checks: 1d20 + 6 ⇒ (6) + 6 = 12
Swim Checks: 1d20 + 6 ⇒ (20) + 6 = 26
Swim Checks: 1d20 + 6 ⇒ (12) + 6 = 18
Swim Checks: 1d20 + 6 ⇒ (6) + 6 = 12
Swim Checks: 1d20 + 6 ⇒ (1) + 6 = 7

5 should do I think, but let me know if you want more. EDIT: Hopefully 4 will do... x.x

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