All for Immortality, HARDCORE MODE! (Inactive)

Game Master Matthais777


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Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

Oh, gotcha. Yajima is fine accepting restorative magic as they return people to their own strength. Any negative or positive condition takes away from personal strength in favor of these new evaluations.

Grand Lodge

Yajima Katsuki wrote:
Yajima delays until more information presents itself.

Same here, I'm at a loss as to what we are supposed to do. We were sent to fight, but there's no enemy and no way to find one. And no non-combat task has been presented in replacement.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

*Slaps duct tape over his own mouth and gives thumbs up to you guys*

Grand Lodge

What type of knowledge check is it to identify the creatures?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Planes

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

So did Yajima take damage or not? The flavor text seems to imply that I did, but I don't have any damage next to my name in the combat order.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Yup, thing got a slight scratch on ya, thanks for pointing it out. :)

Grand Lodge

I've seen it done both ways with companions and familiars, though I prefer running them on the PC's initiative for simplicity.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

I think it really depends on the intelligence of the creature. If it is smart enough, like a familiar, it can act without directions from the controller. Animal Companions, on the other hand, rely on "tricks" (commands) from their controller to do anything and likely wait for their controller to give those commands before doing anything.

Scarab Sages

NG Elf Oracle 15

Ya, a familiar can act on its own. That'd typically be the GM's call.

As for simplicity, that went out the window when we rolled separate init for 8 different creatures. 8P

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

I tend to GM that a familiar acts with its master unless there is a specific reason why the owner may want it to go first (like a protector familiar so that it isn't flatfooted or something).


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Trust me, you did NOT want these guys all going on the same Init. That's how TPK's happen. >.<

Grand Lodge

GM_Starson wrote:
Trust me, you did NOT want these guys all going on the same Init. That's how TPK's happen.

I'm guessing that's why you also skipped the surprise round, even though they were ambushing us?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Per my instructions, the "Surprise round" was them teleporting next to you, so they didn't get to actually act in the surprise round. (Basically, they know your there, then activate their teleporting ability as their surprise round standard action)

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

I don't usually think the initiative order for pets is usually that big a deal.
Personally I usually let all the pets have their own initiative, especially if the bet has a significantly better init modifier than the PC. I have generally allowed a command for a trained command as a free action spoken 6 words or less. And even a dumb snake will attack an obvious threat. But if they have to give a 'push' command, it has to wait until the PC's turn.
But it is simpler to just have them go on the PC's turn. SO I don't have a problem with it either way.

Summoned creatures I have always done on the PC's turn since they appear on his turn. However, in a case like this, they were already present when the fight started. So I could also see the logic of giving them their own initiative turn.

Meh. However, you want to rule it is fine with me.

Grand Lodge

@Lavode: Quickened spells don't need a concentration check to avoid an AoO, but they do still require one for conditions like entangled, grappled, ongoing damage, etc.

@GM: Based on how you described it, I'm assuming the NPC's miss chance rolls are due to not being fully material? If so, would the ones attacking invisible PCs have to roll both concealment for invisibility and then to see if they are material when they connect?

Grand Lodge

Elf 13 | Seeker | Wizard

This is super complicated, as player scratches head...Having my turn now.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

Liberating command requires a concentration check if you're grappled, there is no way to cast a spell while grappled without making a concentration check and my tetori monk loves locking down casters.

@GM not sure if this was on of the issues, but you can take an immediate action on your turn, in this case it becomes a swift action so he could cast the spell once, but it needs a concentration check.

Edit: Oh, I see the problem, the spell and the escape both burn your swift/immediate. In this case of self-casting liberating command, I'd say he could still get the bonus and apply it to a standard action escape, but RAW, that spell is pretty useless on yourself.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Yeah, most of the combat in this series is brain melty... I have never understood just how complicated good, well made high teir combat is until this series, and I now fully endorse the fact that 99% of content for PFS1 is for below level 12. Yipes.

Rules that I've found concerning miss chances have said they don't stack, as their all considered concealment types and concealment of different types explicitly doesn't stack.

Grand Lodge

So the monsters' stat blocks are specifically worded as "concealment", not "miss chance" like blink? Then yeah, I wouldn't stack them either.

Scarab Sages

NG Elf Oracle 15

Ya, if it were something like blink, that miss chance is just a straight up 20% chance you're not in phase.

If you then try to hit something invis... you have a 50% chance of hitting them, but you still might not be in phase when you do.

So the two should be checked separately.

If it were something liek 20% from dim light, and 50% from invis, then ya, the 50% would override.

ps: am assuming the GM overlooked the fact I have freedom of movement active... so the grapples should all fail. =)


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Sadly, this one of those "Dangit paizo I know you inhereted this system from somebody else but uuuuugh" that makes me look forward to some house cleaning in 2e.

Basically, concealment does not stack, and while we could have an argument if it counts as "Concealment" if it's just labeled as miss chance, the most official comment I could find was

Normally, multiple effects that grant concealment do not stack. I'd say that having blink and displacement effects going simultaneously would only result in one 50% miss chance as a result (even though blink's effects grant a miss chance in a manner rather different than actual concealment, the in-game effect is identical). By not having multiple rolls to determine if the concealment works and consolidating them all into one, combat should run quite a bit smoother (since any time you can eliminate the need for a die roll during play, the result is faster combat).

So, I'm going with a 50% miss chance versus invisible characters and not doing stacking things.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

I never would have guessed, but yeah, high level play is nuts, especially with all this magic.

Grand Lodge

That quote is good enough for me! Once again, simplicity rules the day.

Grand Lodge

I've always rolled Acrobatics for each opponent separately, though I did seriously think about using my reroll when that natural 1 came up. But with AC 32 and a 50% miss chance, it just didn't seem worth it. 20/20 Hindsight, huh?

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

It's not clear in the rules if it is once per enemy or once per move, but since it's based on opponents CMD, I believe it should be once per enemy personally.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

Why invisibility if he is still grappled? It only gives him +2CMD and that doesn't really seem very effective.

Grand Lodge

Yajima Katsuki wrote:
Why invisibility if he is still grappled? It only gives him +2CMD and that doesn't really seem very effective.

Riddywipple is a coward with no hitpoints and Huritt is over protective. Hence the overkill of a persistent phantasmal killer.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

There's a lot happening so I'm just confirming this is being done correctly with how deadly it can be.

I dont see any maintain grapple rolls so I'm guessing all the creatures grappling are letting go as a free action and then establishing the grapple with the grab?

Also, a creature cannot be grappled by more than one creature at a time. In this case, one creature is the primary and everyone else can aid the grapple roll by using a grapple aid another.

In addition, because grappling gives both creatures the grappled condition, even the controller has to make concentration checks to cast spells based on their opponents CMB for grappling and spell level.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

No worries.

As of this time, none of the enemies have actually had a grapple long enough to make a maintain grapple roll. Long turns. :(

The creatures are also not casting spells, they're using a special ability they can use while grappling an opponent.

As for the dual grappler, I guess your right, ugh, put grappling on the "List of things they need to clear up with PF2" but it doesn't change current status since the one that would have been "Aiding" is the one Yajima just killed.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Also, Huritt, don't forget to mark that you used your metamagic to cast persistent as a standard.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

Thanks GM, just confirming for our safety.

Grand Lodge

GM_Starson wrote:
Also, Huritt, don't forget to mark that you used your metamagic to cast persistent as a standard.

Good catch, thanks!

Scarab Sages

NG Elf Oracle 15

Dorje, yes, there should have been a hasted attack, we all have like 3 or 4 rounds of it left.

GM, shouldn't the damage on 6 be higher? Should be 70, yes? If there is DR, Teriq's arrows bypass pretty much everything (including alignment) due to the +5 enhancement bonus[/ooc]

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

For reference, +5 bypasses Adamantine, Cold Iron, Silver, Magical, and Alignment. It could be DR 5/Lawful and Bludgeon or something.

@Ras'al, a grappling creature usually cannot take AoOs, and since the only creature next to you is the one grappling you, you probably don't need to cast defensively, but your choice there.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Your right in this instance, though Yajima is correct, it could very easily had something that still blocked. Just not at this time. :)

Scarab Sages

NG Elf Oracle 15

Figured I'd have noticed that sort of DR the previous round. =)

(Oh, and Ras'al... you missed where Teriq cast Liberating Command on you!)

Ras'al's predicament might have been an non-issue if he'd have rolled it.

(Or the GM had, as he did the previous round!)

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

I caste haste on the group just before we teleported. By my count, there are 6 rounds left. I also forgot to use it for one of the Bralani attacks.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

I, however, choose not to be hasted because it artificially makes me stronger through some power that is not mine.

Scarab Sages

NG Elf Oracle 15

Yajima, Ras'al got free of 6. Its 5 that has him grappled now. =)

GM: would it have got two attacks? I assume it needed an action to show up in the first place? Unsure on that though. Wouldn't change the grappled... but a little less damage.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

Oh, then change my target to 5 then. Thanks Teriq.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Yajima had it right the first time actually. 6 regrappled, while 5 is standing by ready to grab Ras when he escapes again... and when he has actions. It's happened enough now that you can tell that whenever they disappear to another plane, it seems to take a full action to go or come back.

Liberty's Edge

Male LG Human Monk (Windstep Master) 4/ Paladin (Tortured Crusader) 2/ Champion of Irori 6 | HP 110/110 | AC 27 T 24 FF 23 | CMB +18, CMD 42 | F: +17, R: +15, W: +17 | Init: +3 | Perc: +22, SM: +16 | Speed 50ft | Lay on Hands 11/11 || Ki Pool 20/21 || Smite Evil/Chaos 1/4 | | Active conditions: Deflect Arrows, Deific Obedience

Yeah, I was just aiming for whichever was grappling Ras'al. Thanks GM.

Scarab Sages

NG Elf Oracle 15

As long as it dies, its all good!

Grand Lodge

Duration on bungle is concentration + 2 rounds, so will probably still be in effect when he returns. Oh, and he may actually be immune. Limit is 10HD.

Scarab Sages

NG Elf Oracle 15

GM, what just happened with Dorje's attacks?

Was a nice descriptive bit, but not overly helpful all told determining what actually occurred, or how to react to it..

Grand Lodge

Male LG Dwarf Unchained Monk 13 | HP 134/134 | AC 32 T 23 FF 28 | CMB +18, CMD 38; CMD 40 against grapple | F: +16, R: +16, W: +14 | Init: +5 | Perc: +20, SM: +9 | Speed 60ft | . | Ki pool: 15/16 | Active conditions: barkskin (130min), life bubble (314min), stoneskin(130min or 150/150) DR 10/adamantine; haste 6 rnd, blur.

Teriq thank you for asking that! :)


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Well, he literally did enough damage using his pummeling style bypassing damage reduction to bring the thing from no damage to con dead.

Twice.

I did the math a second time to make sure I was reading what Dorje did to that thing correctly. Just... Jimminy Christmas.

Grand Lodge

I don't think one of the monsters cast deeper darkness or even anything similar. We are all too far apart for that. This is something worse.

Scarab Sages

NG Elf Oracle 15

deeper darkness has a 60' radius... so would cover 120 feet... it could easily cover the area.

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