Revenge of the Kobold King

Game Master Seldlon the Swift

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Male half orc barbarian/2 Oracle(lunar)/3 HP 67/67 | AC 20 F 13 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +7 | CMD 17 | Spells: 1st 0/6 | Rage: 1/13

Lol, sure is. I missed it and thought I forgot to pick it up


Female Human Paladin 5th HP:60 |AC:18[T:12,FF:16]|F:+9|R:+7|W:+10|CMB:+7|CMB:19|Init:+2|Perception:+6|Glaive+10,Dagger +7,Cestus+7,Warhammer+7,Longsword+7[+8].Comp.Longbow+7, 1-2/2-/3-/4-

Sorry my weekened job got all crazy with it and well other crap I had to do


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

Maybe I am missing it, but I am not seeing anything about incorporeal that makes it immune to precision damage (as long as it isn't inside of another object)


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They are immune.
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

Ziera, please introduce me to your glaive.

Glaive BAB +5, STR +2 WF +1 MW +1

That gives me +9. Can you clue me in. Thanks.


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

I see it now, thank you. Under the subtype, not the quality.

Making the two things have the same name is confusing...


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Agreed, knew that was it.

Ziera,
please introduce me to your glaive.
Glaive BAB +5, STR +2 WF +1 MW +1
That gives me +9. Can you clue me in. Thanks.


Female Human Paladin 5th HP:60 |AC:18[T:12,FF:16]|F:+9|R:+7|W:+10|CMB:+7|CMB:19|Init:+2|Perception:+6|Glaive+10,Dagger +7,Cestus+7,Warhammer+7,Longsword+7[+8].Comp.Longbow+7, 1-2/2-/3-/4-

+1 1/2 x strength for two handed


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That is for damage. So,

dice=1d20+9 to hit
dice =1d10+3 damage

Agree?


Female Human Paladin 5th HP:60 |AC:18[T:12,FF:16]|F:+9|R:+7|W:+10|CMB:+7|CMB:19|Init:+2|Perception:+6|Glaive+10,Dagger +7,Cestus+7,Warhammer+7,Longsword+7[+8].Comp.Longbow+7, 1-2/2-/3-/4-

Except I am smiting the Shadow. which is Chas bonus to hit aka +3 and Level to Damage +5 except for the first strike against evil outsiders and dragons as well as undead which is doubled.

My AC goes up by +3 as well.

Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.


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If you are going to smite evil, just say so in game play. No way I could have guessed that. Your powers could be crucial to this encounter, Use them and state them.


Female Human Paladin 5th HP:60 |AC:18[T:12,FF:16]|F:+9|R:+7|W:+10|CMB:+7|CMB:19|Init:+2|Perception:+6|Glaive+10,Dagger +7,Cestus+7,Warhammer+7,Longsword+7[+8].Comp.Longbow+7, 1-2/2-/3-/4-

Thought I did before, My apologies


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

I always assumed that Smite made the weapon Holy.

One of these days, I'll play a paladin and actually learn how the abilities work.


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Clerics can do that. I read and read and read and smite does not affect the weapon. Gets even more complicated when they use Divine Bond. Yeah, Ziera has a well thought out character. I have never played a paladin either. Would be a fun learn. Guess we can do it vicariously to some degree playing with her. I am currently playing a cavalier. Have never done mounted combat before. I am the only front line against giants. That should be interesting.


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

At least you are outdoors. My Samurai rarely got a chance to bring his mount on adventures.

The only frontliner against giants? If you can manage a good angle for ride by attacks, you can have some fun. Otherwise, the lack of mobility just turns you into a poorly trained infantryman.


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

Bless Weapon is a first level Pally spell. Custom made for this encounter.

Magic Weapon would have been good too. Buffing spells are not something witches get, or I probably would have had a scroll of one of those.


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Niu wrote:

My Samurai rarely got a chance to bring his mount on adventures.

First thing I did was hop on a boat. LOL. But, my guy is a multiclass bard,cav,fighter. Str 18 with a +1 greataxe. First two blows to a merrow did 24 and 25 hps of damage with power attack. I think it is dead now.


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The paladin spells kick in slowly. She has one plus one level one spells, prepared Divine Favor and Sun Metal.


Female Human Paladin 5th HP:60 |AC:18[T:12,FF:16]|F:+9|R:+7|W:+10|CMB:+7|CMB:19|Init:+2|Perception:+6|Glaive+10,Dagger +7,Cestus+7,Warhammer+7,Longsword+7[+8].Comp.Longbow+7, 1-2/2-/3-/4-

My strikes should be hitting the Shadow


Female Human Paladin 5th HP:60 |AC:18[T:12,FF:16]|F:+9|R:+7|W:+10|CMB:+7|CMB:19|Init:+2|Perception:+6|Glaive+10,Dagger +7,Cestus+7,Warhammer+7,Longsword+7[+8].Comp.Longbow+7, 1-2/2-/3-/4-

Neverminds just read the ability again, SO since I technically didn't hit the first one, if I activate Divine Bond[Cause why get a mount] to enchant my weapon I'll get ti officially hit it dealing the Double damage of a first strike!!!


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

Ooh... That is a cool ability.

You don't get an extra +1 to hit, though, that is already included in being masterwork.


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Niu wrote:
You don't get an extra +1 to hit, though, that is already included in being masterwork.

.

These bonuses can be added to the weapon, stacking with existing weapon bonuses. Looks like it will be +2

And yes, the first damage is doubled.


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And it is a standard action to call upon the aid.


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Does this party have the ability to cure the ability damage that Ranok and Ziera took?


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

I don't belueve Restorations are on my spell list. Regardless, I have no Restoration items.


Male half orc barbarian/2 Oracle(lunar)/3 HP 67/67 | AC 20 F 13 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +7 | CMD 17 | Spells: 1st 0/6 | Rage: 1/13

Rest? I have no way to remove it.


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

Rest is a point a day. When we go back to town, potions or scrolls of Lesser Restoration would be the way to go.

I am pretty sure Lesser Restoration is on your spell list, and certainly on Zeira's.

If we continue, investing in a wand might be a good idea.


HP 54 l AC 20 [+1 vs Traps] (T 15 FF 15) l F +4 R +10 W +3 (+2 vs Poison/Magic) l Ini +45 Perc +9 (+2 to unusal stone/Traps)

Ya rest will help, it doesn't impact you terribly. Rhen is only down 3 str but I don't use it for attacking or dmg


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Rhen, you are not down on strength. Misfortune was on him and when I rolled the second time, you were not affected. Ranok and Ziera have strength damage.


HP 54 l AC 20 [+1 vs Traps] (T 15 FF 15) l F +4 R +10 W +3 (+2 vs Poison/Magic) l Ini +45 Perc +9 (+2 to unusal stone/Traps)

I thought I took some the first time but that is fine


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

I found this in the Fly skill:

Quote:
At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check.

I am happy to continue with the current ruling, simply putting it out there as food for thought.

------

I have been trying to figure out what happens if I fail a Fly check. The skill lists the effect "if you are using wings and fail by 5 or more", but not if you are using magical flight or if you fail by less than 5.

What I want to do right now is take a standard action, then move 10 ft forward and turn around 180.

My best guess is that failing a check means that I don't fall, but I have to take some other valid movement.

Is this scenario correct?:
Move 10 feet
Attempt to turn 180 (DC 20)
If I fail, then attempt to turn 136-179 (DC 15)
At that point, regardless of result Move less than 1/2 speed (DC 10)


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RAW wrote:
At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check.

The above is RAW. Again, that makes all flying creatures hummingbirds, is not realistic, and does not jive with the rules that apply during a turn.

Niu wrote:
I have been trying to figure out what happens if I fail a Fly check.

I cannot locate where RAW states that for a non winged creature. I will rule that a failed fly check indicates you were unable to make that maneuver and continue on the path you were currently taking. I see the reasoning in your multiple saves, but let's keep it simple. One action, one save.

All that needed to be addressed. I see no benefit and only drawbacks for you to remain in flight in this scenario. Why not boots on the ground? Also, careful about AoOs. You are in the midst of three. Feel free to continue until you feel this is ironed out correctly.


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld
Igar The Terrible wrote:
I see no benefit and only drawbacks for you to remain in flight in this scenario.

The only benefit is allowing more people to fit into this little room. I'll stay in the air for a round and see how the flightless fare.

I am definitely concerned about AoOs. Fortunately for this round I am acting first. Hopefully they don't have Combat Reflexes...


Current Map

Careful...you are 5 feet from entering another room.


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld
Igar The Terrible wrote:
Careful...you are 5 feet from entering another room.

Yes, that has been worrying me...


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Male half orc barbarian/2 Oracle(lunar)/3 HP 67/67 | AC 20 F 13 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +7 | CMD 17 | Spells: 1st 0/6 | Rage: 1/13

Leroooy!!!!


Female Human Paladin 5th HP:60 |AC:18[T:12,FF:16]|F:+9|R:+7|W:+10|CMB:+7|CMB:19|Init:+2|Perception:+6|Glaive+10,Dagger +7,Cestus+7,Warhammer+7,Longsword+7[+8].Comp.Longbow+7, 1-2/2-/3-/4-

Sorry yesterday was draining and I slept


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld
Igar The Terrible wrote:

[dice=reflex v DC 17] 1d20 + 3

[dice=will v DC17] 1d20

Blue is destroyed

It is a move action to move the thundercloud.

Yes, it is a move action to move the cloud. Since Blue didn't move, I didn't need to move the cloud. It stayed in the same place and continued to damage the elemental.

Did I misinterpret something?


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I lost track of the cloud. You are correct on its movement. It would not have affected the outcome, so I disregarded anyway.


Current Map

Have any of you played nethack?


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

I played Hack extensively back in the DOS era.

I hadn't realized that someone made an app version of it. That is pretty cool.


Male half orc barbarian/2 Oracle(lunar)/3 HP 67/67 | AC 20 F 13 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +7 | CMD 17 | Spells: 1st 0/6 | Rage: 1/13

Not i


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It is still very actively developed with many flavors as well. Did you ever ascend? I did after 10 years on and off. Mostly off.

Resources are:
https://nethackwiki.com <===============
https://alt.org/nethack/hterm/
https://webchat.freenode.net/#nethack

I used a cool graphical interface called Vulture's Eye until the first win. I am now using ascii local and will hit the hterm and chat on occasion.


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld

No, I never ascended. I don't recall if I ever realized there was a way TO win. I thought it just went on forever.

I probably just got bored after a while and went to something else. Then, when I came back started a whole new adventure.

It is also possible that was one of the differences between the original Hack and NetHack...

I'll definitely have to check it out again.


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I'm working on a multiplayer table version for my D20 friends. Began by using a spreadsheet to do all the in game calculations. That got crazy and I am now working on using pathfinder characters and rules and dropping them into an alternate reality. That is still a huge endeavor. It is all about introducing them to the nethack world which is way cool imo.


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The easy part of this adventure is behind you now. Let me stress caution at this time.

It will take more than brute force to overcome some of your next enemies. There is nothing wrong with retreating. You can live to fight another day having acquired what you believe you need.

That said, I will drop a wand of lesser restoration for you. I have already chosen the location of the wand.

Bless, Protection from Evil, and Divine bond only last five minutes. I will keep you updated on that from time to time. Do not waste precious time.

Ranok, have you been keeping up with your rounds of rage? 33+20=53 hp. You were at 20.


Male half orc barbarian/2 Oracle(lunar)/3 HP 67/67 | AC 20 F 13 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +7 | CMD 17 | Spells: 1st 0/6 | Rage: 1/13

I have used 5 rounds of rage, which should be marked now. That means I have 10 rounds in which to be pooped. I'll mark off my wand usage in the morning.


Human Witch 5(4) | HP 23/35(30) | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +6 | Conditions: None | 1/1 Levitate 4/5 Fly | Init +11 Perc +8 |
Spells:
0 - Det. Mgc, Det. Poison, Light, Rd. Mgc.; 1 - Burning Handsx2, Enlarge Person, Fumbletongue, Ray of Enf; 2 - Agg. Thunder, Life Pact, Web; 3 - Disp. Mgc, St. Cld
Igar The Terrible wrote:
Ranok, have you been keeping up with your rounds of rage? 33+20=53 hp. You were at 20.

I healed him for 12. I believe he was at 32.


Current Map

Forgot and did not note that. 65 It is.


Female Human Paladin 5th HP:60 |AC:18[T:12,FF:16]|F:+9|R:+7|W:+10|CMB:+7|CMB:19|Init:+2|Perception:+6|Glaive+10,Dagger +7,Cestus+7,Warhammer+7,Longsword+7[+8].Comp.Longbow+7, 1-2/2-/3-/4-

Regrouping is fine, as we can get another save for Ability drain if I remember right


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Niu, is your token where you moved to? Is it correct now?

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