Revenge of the Kobold King (Inactive)

Game Master Seldlon the Swift

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HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

You are as benevolent as you are hairy it seems haha


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Igar The Terrible wrote:
Wind would do it.

Yes, that would be the only option to get rid of it early, I think. I don't do wind, however.

They can't do anything other than move actions while they are in there and will remain nauseated for 1d4+1 rounds after the cloud dissipates, so they are simply extending the inevitable and allowing us to spread out at this point. Unless the spellcaster happens to be immune to poison...

Oh, hey! We're immune to poison!


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Oh! I I'm going in! Lol.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

It isn't a horrible idea. They won't be able to fight back, can't get AoOs due to concealment...

If we get the cloud surrounded, we might be able to flush them out.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I also have a scroll that could absolutely wreck them (thorny entanglement), but would rather not expend the resources when the situation seems handled for now.

I'll probably fly in and start misfortuning them on my turn at least. As long as I can find them...


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Yeah, I don't think you need to use scrolls on this one...I say that now. .


Ranok, you sent your animal companion away from you in a circular motion in an area that you cannot see.

I feel like we may be getting into that gray area I mentioned in the beginning. Be aware it is an animal companion and not a second player for you.

What command did you give him?


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

I should have pointed in that direction and commanded him to search and attack.


That works. I will take him for a short while as he is out of sight to you. Probably a round or two. I do prefer you to control him and you have played that so well.

I looked as his build last night and I can only get to AC21. I think we differ on natural armor. Can you look at that?

Long term power outage in my area due to storms yesterday. No ETA on restore. Do have generator and batteries with inverters but concentrating on customers as I am IT. Will do my best to post once per day. That will be later today or this evening. Apologies.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Here's the breakdown of how I figured natural armor: Big cat natural armor +1, fifth level bonus (with Boon companion feat) natural armor +2, improved natural armor feat +1. 1+2+1= 4
If I did something wrong in there, please let me know and I will change it.

Speaking of Khonsu, I sent you a pm about his feats. Could you check on that for me when you are capable?


Power restored.

Thanks for the heads up on private messages. I never go to that page. Yes, by all means you may modify the feat.

I did not see the feat you took to increase natural armor. We are good on AC.


Ranok, regarding the feat. I used it for him once when he was away from you. If it makes sense to use the initiative feat, I will do that going forward as I did in the past. For the most part, though, he will use your initiative. Again, if he finds himself away from you and an enemy in front, I will use his initiative. The feat is your call.


A cackle is a move action for future reference. That was two moves and a standard. Just noticing and waving over it. There is no 5 foot step when flying. You may not take a 5-foot step using a form of movement for which you do not have a listed speed. And You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. So, if I was not clear, I am ruling a 5 foot step is out of question when flying. It does not mesh with the rules of flying whatsoever. If you were hovering and continue to hover, I would bend and allow that.


Niu's current move touches on the one area I recall breaking with RAW. Creatures in flight. In the first module, I ruled that a flying creature does not end its turn at the target. It may move a portion of its distance, make an attack or other action and then continue the remainder of its movement. This is more realistic to me. Keep this in mind as it may be helpful to you as a flyer and also prepare you for enemies that fly.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

FYI, I am beach side this week. I will have no trouble posting, but I may need assistance moving my pawn. Thanks.


Awesome. Hope the weather cooperates for you. Glad to move your token.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Work the scorpion having a readied action against me, I think that he would only get the first attack against me, as in a standard action.
Readying an Action

d20pfsrd wrote:
You can ready a standard action, a move action, a swift action, or a free action.


Thanks, Ranok. You are correct. Since his attack is claw and the first claw landed, the results do not change.


Ziera, I moved you a little further north than just out of the cloud as a tree was between you and an enemy. Should be better position for your next move.


Ranok, let me know when you make your final decision on Khonsu's initiative feat. Personally, I think you should keep that as it will be there when you need it. I'm a big believer in initiative. I max it out on all of my characters. Big advantage in my opinion. All that being said, he will be with you on initiative most of the time. I do that to keep the flow and keep it simple. But, when you need that extra initiative it will be there for you. Hope I am not confusing you. To put him before you makes little sense unless it is a fight or flight situation as he is taking commands from you who will most likely have not made a move. Will clarify further if need be.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

I'll just keep his feat in place.


I think that is a good choice.

I looked closer at your character to determine the attack and saw Revelation: Prophetic armor – Use cha modifier in place of Dex for armor and reflex saves.
That is key. Never loose dex to AC. Nice.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

I wanted to put an obvious for in this character, and then over come it. His reflex save and initiative still sucks, but I think having something in not good at makes it more fun


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Depnaakra wrote:
I will share that with you later, Niu. Would rather not show the cards now.

The mystery of it is going to drive Niu to distraction :)

If prudence hadn't convinced him to make sure this caster died, greed and hunger for power will seal the deal.


I went back and checked your altitude, Niu. You are at 5 ft. The last reference to altitude was when I finished your move for you. The 180 still needs to be addressed.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Igar The Terrible wrote:
Niu, you were headed NW and I think you were 15-20 ft high, not 30. We can look back at that. You did state it. Are you going to roll for that 180 degree turn or do something else?

There are no "facing" rules in Pathfinder, but I don't mind.

Let me consider the movement again and I'll decide in a moment if I want to make the roll or take a different route.


It is not a matter of facing. You were travelling NW. The fact that it is your turn again does not change that. I have seen some decide that it does and that would make every flying creature a hummingbird. I hope we are clear on that.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Igar The Terrible wrote:
It is not a matter of facing. You were travelling NW. The fact that it is your turn again does not change that. I have seen some decide that it does and that would make every flying creature a hummingbird. I hope we are clear on that.

Absolutely, and I have no issues with the ruling.

Sorry if my response sounded cheeky. That was not my intent.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

I thought you wrote that you check Niu's attitude not ALTITUDE haha. also Igar I send you a PM


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Rhen Vemsa wrote:
The scorpion should be immune to your sleep as it is a vermin

Now that I look, the sleep spell is mind-affecting and the scorpion would be immune to mind-affecting effects (unless it is an animal companion).

I apologize, I am not that familiar with the Bestiary yet.


Agreed. There are so many little things to keep up with. I actually looked at vermin traits a few days ago to be up on it and saw that before forgetting it. You guys do need some actual challenges after the freebie zombies and before the next encounter. The scorpion is alive and Bill's second swipe is nullified. Still, little remains of him. He is a companion through the feat vermin companion. His stats were not changed and refer to the bestiary.


Rhen wrote:
I thought you wrote that you check Niu's attitude not ALTITUDE haha

I may have some say so over his altitude. His attitude, well.....


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Igar, thanks for making those rolls for me. I didn't quite have time to read through the rules for webbing. My posts should be better tomorrow.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Igar The Terrible wrote:


https://www.d20pfsrd.com/magic/all-spells/c/call-lightning/

I had forgotten how powerful that spell is.

Well, the quest for an object of power is canon now. Besides, Niu doesn't know anything about druids...


What a spell to cast before you did the web. That fight went the way neither of us predicted or planned. Good one.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

In the morning, I will swap out a Web for Aggressive Thundercloud.

I wish I knew more 3rd level spells, as I doubt Stinking Cloud will be useful in the coming encounters


Ranok, my use of nonsentient in gameplay was a technically an error. 3 makes him sentient, but do not overplay that.

You would command your sentient creature the same way you would prior to the int bump, with tricks. The creature still has X number of tricks it does and can learn.

The real benefit from bumping them to 3 int is the choice to place skill ranks in whatever you wish, including linguistics.


The rules do not state that an int of 3 increases tricks. My assumption is that you will put the int to use via skills and feats instead. You do get bonus tricks via level increases. Are you short on tricks?


Perspective from https://www.d20pfsrd.com/basics-ability-scores/ability-scores/

0 – – Comatose

1 –5 Carrion crawler, purple worm, camel Lives by the most basic instincts, not capable of logic or reason

2-3 –4 Tiger, hydra, dog, horse Animal-level intelligence, acts mostly on instinct but can be trained

4–5 –3 Otyugh, griffon, displacer beast Can speak but is apt to react instinctively and impulsively, sometimes resorts to charades to express thoughts


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

I don't know about that yet, I'm just trying to justify the significance of a creature becoming sentient.


Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.

Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Sounds good. Would he get 1 skill rank per HD?


Skills are listed in the table on the main companion page as are feats. Looks like he is level 5 with your Boon Companion feat, so he would have 5 skill slots and 3 feats to choose from as well as 2 bonus tricks. Handle animal gives you 6 tricks for a total of 8 tricks. Is my logic sound and making sense? Looks like putting the + ability into int to get to 3 does pay off RAW.

I have a dog that may be int 4 irl. Tries to talk.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Lol! Is he a border collie? Poodle? Those guys are smart.

I'll try to update Khonsu tonight.


A large mutt that looks exactly like a pure bred Golden Retriever. Thinks his job in life is to do what I want him to. Howls when I leave. His girlfriend is a Yellow Lab and the sweetest living creature I have come in contact with. Igar is blessed.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Alright, Khonsu is updated. Sorry about that.


No apologies necessary. Just clearing stuff up and glad to do so. Companions throw off many GMs and players. I think we did it correctly. Note that getting an animal to perform a trick is DC10 handle animal and can be more depending on circumstance. A must dip for some. I am currently playing a cavalier and put the + into strength for my mount. Plan to have him charge giants and get me out of there. Put no thought into him other than that. As we gain levels, I will look more closely at that. I did max out handle animal for my PC.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I just realized that a wand of summon swarm is like swarm insurance.

Get attacked by a swarm? Just summon another swarm on top of it. The two swarms will damage each other and keep each other from moving.

Then all you have to do is take out the surviving swarm (or stop concentrating and hope you have the timing just right...)

If you choose a rat swarm, you can hope that is the swarm the remains so you can at least do weapon damage.

Handy thing to find in a game that has already had three swarms.


Nice observation. And you can walk through them without harm.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Ranok wrote:

Ranok does not have spell craft.

It is listed in your stat block...

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