A Grim Moon Looms ; A Young Pantheon Grows (Inactive)

Game Master leinathan

Several young divinities gather together into a new pantheon, combining their strengths towards common goals. Together, they forge their sparks into the stuff of true gods.

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HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

I accidentally moved the map; Adol. My phone touch screen isn't conducive to the map.

Edit: I restored to the 3:35pm Version done the DM


Human Inactive, campaign ended.

Ah, thanks Rirsa.

I'm going to post a bit of extended math here for the updated CMB and attack boni, for reference and to not clog up the battle:

CMB: Base: 14 bab + 9 (str) + 1 (size) + 2 (good hope) +5 (weapon) +1 (haste) +2 (improved trip) – 4 (power attack) – 1 (enlarge person debuff) = +29 vs (flat footed, in this case?) CMD.

> I made an error calculating this originally, I think i did not add a weapon enhancement bonus to trip/sunder/disarm.

His parry is made at (Base 23 + 2 furious weapon +2 rage +2 good hope + 1 haste + 8 ever ready -4 PA -1 enlarge person = +33 vs the incoming attack. If the attack is aimed at Adol specifically, it gets an additional +2 for =35 vs incoming attack from his rage effect.

Adol’s Melee AoO’s are also made at +33/+35 vs ac, and the damage is (Rage + PA): 1d8 + 13 (2h str) + 12 (2h PA) +1 weapon focus falcata +5 magic weapon +2 good hope + 8 ever ready= 2d6+41. If the enemy has attacked Adol this combat, the damage is instead 3d6+41 from his rage effect. Enlarge person and the rage effect give a size increasement to his weapon twice.


Human Inactive, campaign ended.

pre-rolling 5 AoO rolls and 1 possible reposte for round #1 if needed:

attack#1 (base, rage, furious weapon, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 ⇒ (15) + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 = 48

Damage attack#1 (base + rage + furious weapon + PA + ever ready + good hope + enlarged): 2d6 + 13 + 3 + 2 + 12 + 8 + 2 + 1 ⇒ (1, 3) + 13 + 3 + 2 + 12 + 8 + 2 + 1 = 45

attack#2 (base, rage, furious weapon, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 ⇒ (14) + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 = 47

Damage attack#2 (base + rage + furious weapon + PA + ever ready + good hope + enlarged): 2d6 + 13 + 3 + 2 + 12 + 8 + 2 + 1 ⇒ (4, 2) + 13 + 3 + 2 + 12 + 8 + 2 + 1 = 47

attack#3 (base, rage, furious weapon, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 ⇒ (9) + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 = 42

Damage attack#3 (base + rage + furious weapon + PA + ever ready + good hope + enlarged): 2d6 + 13 + 3 + 2 + 12 + 8 + 2 + 1 ⇒ (1, 6) + 13 + 3 + 2 + 12 + 8 + 2 + 1 = 48

attack#4 (base, rage, furious weapon, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 ⇒ (17) + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 = 50

critical confirmation roll AoO#4: 1d20 + 33 ⇒ (9) + 33 = 42

If critical: total critical damage: 6d6 + 123 ⇒ (1, 4, 6, 3, 6, 3) + 123 = 146

Damage attack#4 (if no crit) (base + rage + furious weapon + PA + ever ready + good hope + enlarged): 2d6 + 13 + 3 + 2 + 12 + 8 + 2 + 1 ⇒ (1, 1) + 13 + 3 + 2 + 12 + 8 + 2 + 1 = 43

attack#5 (base, rage, furious weapon, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 ⇒ (16) + 23 + 2 + 2 + 8 + 2 + 1 - 4 - 1 = 49

Damage attack#5 (base + rage + furious weapon + PA + ever ready + good hope + enlarged): 2d6 + 13 + 3 + 2 + 12 + 8 + 2 + 1 ⇒ (5, 6) + 13 + 3 + 2 + 12 + 8 + 2 + 1 = 52

reposte attack (base, rage, furious weapon, ever ready, good hope, haste, power attack, rage retalitation bonus, enlarged, enlarged penalty): 1d20 + 23 + 2 + 2 + 2 + 2 + 1 - 4 - 1 ⇒ (12) + 23 + 2 + 2 + 2 + 2 + 1 - 4 - 1 = 39

reposte attack (base + rage + furious weapon + PA + ever ready + good hope + enlarged): 3d6 + 13 + 3 + 2 + 12 + 2 + 1 ⇒ (2, 6, 3) + 13 + 3 + 2 + 12 + 2 + 1 = 44


Human Inactive, campaign ended.

One question regarding a ranged spell attack as a supernatural ability. if I understand correctly, a ranged spell attack would normally provoke twice, once for casting the spell and once for making the ranged attack. I understand that it being a supernatural ability would prevent the spell being cast itself from provoking, but wouldn't making any ranged touch attack under melee range still provoke?

I found this on a FAQ regarding the matter:

"When you cast a spell that allows you to make a ranged touch attack (such as scorching ray), and an enemy is within reach, do you provoke two attacks of opportunity?

Yes, you provoke two attacks of opportunity: one for casting the spell and one for making a ranged attack, since these are two separate events.
(Note that a spell that fires multiple simultaneous rays, such as scorching ray, only provokes one AOO for making the ranged attack instead of one AOO for each ranged attack. It still provokes for casting the spell.)

https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qdc"

I don't like rule lawyering, but it seems critically important in this situation. The fact that paizo seems to consider making a ranged attack a seperate event from spellcasting in terms of considering what counts for AoO's makes it seem to me that it would. I will defer to your judgment, of course.


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

If the Necromancer casts a spell and I'm a target/ subject to it I can expend a Readied counter in response and make a Spellcraft check to identify the spell; if successful; I can counter by making a Initiator Level check vs a DC of 11+CL; a successful counter triggers Spellbane Counterstrike ( I move up to my speed towards the caster (and I must end the moment adjacent to the target) if the spell would have provoked an attack of opportunity; I may make one. This takes up my immeadiate action.

Manuever expended: Bloody Riposte

Spellcraft: 1d20 + 18 ⇒ (7) + 18 = 25

Initiator Check: 1d20 + 12 ⇒ (17) + 12 = 29

Attack of Opportunity: 1d20 + 25 ⇒ (10) + 25 = 35

Damage!: 2d4 + 17 + 1d6 ⇒ (3, 2) + 17 + (3) = 25 Damage Breakdown= 9 Dex+3 Enhancement+ 3 Arcane Strike+ 2 Morale+ 1d6 electricity


Rocks Fall; You Die!

Supernatural Abilities (Su)
These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.

Okay, Rirsa.

@All, I'm getting on a train and going a long distance today, so I won't be able to post until evening. Sorry!


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

It's all GM discretion, of course, but the SU part is the negative energy. That does not provoke. A ranged attack normally would regardless. Anyways, just saying it from a RAW / future standpoint, not suggesting you change how these attacks on these enemies works.


Human Inactive, campaign ended.

I'm off to sleep for today, everyone.

Considering there are 7 enemies coming up including the BBEG and none of my defenses seem to work against the ranged death rays, there's a good chance Adol would reach 0 hp or lower somewhere in the next 8 hours. Should his hp drop below 60, he exits rage as a free action then tries hero's defiance to heal himself for LoH on 0 hp: 9d6 + 18 ⇒ (3, 2, 4, 6, 5, 4, 5, 5, 1) + 18 = 53 when his hp reaches 0. This LoH would remove rage's fatigue and grant sanctuary with a willsave dc of 24, so anyone attacking after that will have to make that save first or lose that action. If this all does happen and there is no other external source of healing, Adol stops making AoO's to not break LoH's sanctuary.


Rocks Fall; You Die!

Just for the record, you can't take free actions when it isn't your turn, so if Adol drops to 0 hp while he's raging, he can't do this tactic.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

The ability is called Eldritch Breath on Nethys, and I don't have the source book, but it's also pretty minor. Breach makes more sense.

What was the roll for with Dominate Person? That only happens if the caster has Spell Turning on as well, or if I ran out of levels. Did I get hit by another spell and miss the description?


Rocks Fall; You Die!

Oh, I guess I misunderstood or didn't read the spell carefully enough. Whoops!

It doesn't matter anyway, since if the spell was turned, it wouldn't work on him.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft
DM Divinity wrote:

Oh, I guess I misunderstood or didn't read the spell carefully enough. Whoops!

It doesn't matter anyway, since if the spell was turned, it wouldn't work on him.

Oh yeah, it didn't matter in this case. Just wanted to make sure I didn't miss something. It does still keep me from making the save (which I also made). It's definitely easy to do, there's a fair number of things going on in that spell.


Human Inactive, campaign ended.

Hm. Okay, I guess I might need to tweak some things in the build since a lot of things do not seem to work the way I thought they did.
Regarding the results of the remaining enemy turns, I saw Maika was hit by enervation while she is adjacent to me. If this one is cast as a spell, it is a ranged spell attack. I would have liked to parry that one.

I can take my first turn in about 6 hours from now. If you want to keep the fight going right now, what Adol does is 5ft fly up, then fleet warrior to position himself at 15ft high in the air in reach of the necromancer and as many bloodless as possible, then he fullattacks the necromancer (rage, haste, pa, good hope, smite). He was smited in the last turn.


Human Inactive, campaign ended.

And after the attack, free action stop rage, swift loh self, remove fatigue put up sanctuary.


Human Inactive, campaign ended.

Okay, I slightly changed tactics.

One thing, I notice that I ususually do not but sometimes do get different rolls when I edit to post to correct spelling or add a critical hit confirmation roll. Does that happen to others too? My original rolls were 19, 19, (low), (high). It seems like the confirmation roll got the 19 that the second attack roll used to be, and all die moved down one place. Now, the third attack roll is high and the fourth is low...?

How should I handle critical confirmation rolls? It seems like it can unintendedly cost you crits or grant you unintended rerolls.


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

Yeah; my 2nd attack went from an 18 on the roll to a 9? No idea why.

Edit: I agree; that could prove very disruptive on both of those fronts.


Human Inactive, campaign ended.

I fixed it for now by adding the crit confirms at the bottom as new rolls rather than adding new rolls in between. the only other way to avoid losing your original roll array is to roll each roll one add a time, which will take a lot of edits per post.


Rocks Fall; You Die!

The rolls happen in order, so you can't add rolls in the middle of rolls. Add them at the end.

Also, you can't 5' step and move in the same turn. 5' step is only a free action if you don't otherwise move on your turn.


Rocks Fall; You Die!

Question for Adol, since there seems to be a lot of things that he wants me to automate for him outside of his turn: Can you make a list of the times and actions that you want me to take for you? For example, Smash from the Air and AoOs? (you have a limited number of AoOs, and they're used to parry, Smash from the Air, and take regular AoOs so I need a good guideline of when you would like to use these, I mean).

Also, I see that you seem to be somewhat confused about who is attacking who. The ooc blue text at the bottom of my posts will always spell that out explicitly. Refer to that.


Human Inactive, campaign ended.

Okay, that lowers my strike distance to 30 ft and stops some tactical options. I dont think that combination was needed yet to make anything Adol has done so far invalid, though.

I will get back to these questions asap, but need to leave for an hour or so.


Female Noble Drow UnRogue 4/Sorcerer 1/Arcane Trickster 8

There is a lot going on each round... Makes me kind of glad I made a relatively simple character in comparison.


Human Inactive, campaign ended.

'Blue 5' steps back and then uses feeblemind on Adol.'

I missed this one line in the text.


Rocks Fall; You Die!

Yes, it's going to take me awhile to get used to all of this.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

With regards to Adol's actions between rounds, Alithea also has the Greater Counterspell Arcane Exploit, which is pretty important, but because it's only one of a few possible Immediate Actions, I aim to use it more judiciously. It turns out it didn't matter in the case of Dominate Person, but is there a good way to handle this? I don't want to make PBP too difficult, so your thoughts are appreciated.


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6
DM Divinity wrote:
The rolls happen in order, so you can't add rolls in the middle of rolls. Add them at the end.

I was unaware of this; but I will do so in the future.


Rocks Fall; You Die!

You can either do the same thing - give me some guidelines to automate it. Or you can post your own post after my post like, "my immediate action would have interrupted that - here are the rolls for that" and then we can just retcon.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

Rolls seem to be seeded pretty handily. If you delete a post, you should also get the same rolls if you re-post it as well. I haven't tested enough, but my guess on why Adol is seeing them differently is per-alias. They don't want ways for people to game for higher rolls. There's obviously still some ways to game it, but you can't generate new rolls.


Rocks Fall; You Die!

Oh also - about Knowledge checks: Sorry Adol, about the Knowledge thing.

27 is not really enough to know anything more than what you have already seen in battle with them. They are vulnerable to channeled energy in that their deflection bonuses to AC flee when they are struck by channeled energy. They all get an extra action every turn.

I'll try to be more on-the-ball in the future, but I'm just focused on making sure combat adjudication works out for now.


Human Inactive, campaign ended.

Totally fair. I imagine it's even harder for you to keep track of everything. I'm sorry if my posts come across as error-prone, I try my best, following what worked for around 2 years of PFS play. Some things you called out have never been questioned anywhere, for instance I've seen a lot of barbarians drop out of rage as free actions in my area.

Regarding your requests for the AoO bookkeeping, may I make one request? I'd like to retrain Mythic Paragon to mythic combat reflexes. This would make Adol's AoO bookkeeping infinitely easier as it grants an infinite number of AoO's each turn. It would be: he makes every AoO he can, always, even melee so long as he has penache, and breaks sanctuary if roughly half of his enemies had already had their turns. That is a very basic guideline that should suffice for most things, but kind of attack he makes in what situation I can add later below.

I had this mythic feat as the pick for mythic tier 7 since I didn't know it existed when I made Adol's stats (they were done in half a day since the application deadline was about to run out). However, given how much of a hassle I now see it is to not be able to call out what you parry/what AoO you make like in live play kind of makes it unmissable as QoL for a PBP AoO build like this. Mythic paragon on the other hand doesn't do much atm except add +2 to his AoO's (and add one levbel 7 and 8 SLA per day, but he has used neither). I will Mythic Paragon at tier 7 instead for the sake of consistency, in case it matters.


Rocks Fall; You Die!

Sure, I agree that certainly makes things simpler.


Human Inactive, campaign ended.

Great, I will change it in his character sheet.

...on the subject of that feat though, I should add that I don't understand what the second part of it is trying to say.

"Prerequisite(s): Combat Reflexes.

Benefit: You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you’ve already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving."

So... does that mean that if I use one MP, every single threatened square an enemy moves with a movement type that would normally provoke now proves a seperate AoO?


Rocks Fall; You Die!

I believe that is what it means, yes.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

My understanding is that it means each square of movement in your reach threatens an AoO, not just one an action. But I could be wrong. As far as I know, that's the only restriction.


Human Inactive, campaign ended.

Okay, thanks. Regarding the resolution of my second turn, I went back through the posts and the only bloodless that have attacked Adol Are pink, Purple and Blue. After this turn that no longer matters sicne his rage ended.

Since blue is the feeblemind caster and crit receiver, he would take critdice: 3d6 ⇒ (1, 3, 5) = 9 extra damage for a total of 136. i don't particularly care enough for the 1d6 extra damage to otherwise change the given attack order.


Human Inactive, campaign ended.

I guess I'll also preroll a few AoO's for round 2 if needed. Current penache: 8. Base strategy: only breaks sanctuary if roughly half of enemies have taken their turn OR a spell attack comes through sanctuary that can be parried. When sanctuary is broken, he takes every possible AoO, every possible parry.

AoO rolls round 2:

attack#1 (base, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 6 + 2 + 1 + 1 - 4 - 1 ⇒ (8) + 23 + 6 + 2 + 1 + 1 - 4 - 1 = 36

Damage attack#1 (base + PA + ever ready + good hope + enlarged): 2d6 + 13 + 12 + 6 + 2 + 1 ⇒ (2, 1) + 13 + 12 + 6 + 2 + 1 = 37

attack#2 (base, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 6 + 2 + 1 + 1 - 4 - 1 ⇒ (19) + 23 + 6 + 2 + 1 + 1 - 4 - 1 = 47

Damage attack#2 (base + PA + ever ready + good hope + enlarged): 2d6 + 13 + 12 + 6 + 2 + 1 ⇒ (5, 2) + 13 + 12 + 6 + 2 + 1 = 41

attack#3 (base, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 6 + 2 + 1 + 1 - 4 - 1 ⇒ (15) + 23 + 6 + 2 + 1 + 1 - 4 - 1 = 43

Damage attack#3 (base + PA + ever ready + good hope + enlarged): 2d6 + 13 + 12 + 6 + 2 + 1 ⇒ (4, 2) + 13 + 12 + 6 + 2 + 1 = 40

attack#4 (base, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 6 + 2 + 1 + 1 - 4 - 1 ⇒ (2) + 23 + 6 + 2 + 1 + 1 - 4 - 1 = 30

Damage attack#4 (base + PA + ever ready + good hope + enlarged): 2d6 + 13 + 12 + 6 + 2 + 1 ⇒ (6, 2) + 13 + 12 + 6 + 2 + 1 = 42

attack#5 (base, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 6 + 2 + 1 + 1 - 4 - 1 ⇒ (11) + 23 + 6 + 2 + 1 + 1 - 4 - 1 = 39

Damage attack#5 (base + PA + ever ready + good hope + enlarged): 2d6 + 13 + 12 + 6 + 2 + 1 ⇒ (1, 3) + 13 + 12 + 6 + 2 + 1 = 38

attack#6 (base, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 6 + 2 + 1 + 1 - 4 - 1 ⇒ (14) + 23 + 6 + 2 + 1 + 1 - 4 - 1 = 42

Damage attack#6 (base + PA + ever ready + good hope + enlarged): 2d6 + 13 + 12 + 6 + 2 + 1 ⇒ (5, 3) + 13 + 12 + 6 + 2 + 1 = 42

Critical confirm roll attack#2: attack#2 (base, rage, furious weapon, ever ready, good hope, haste, power attack, enlarged, enlarged penalty): 1d20 + 23 + 6 + 2 + 1 - 4 - 1 ⇒ (7) + 23 + 6 + 2 + 1 - 4 - 1 = 34 Crit damage: 6d6+102.

By the way, did Carrie smite Eldran? I'm okay with if she somehow forgo; she doesn't speak Taldan and probably wouldn't understand Adol's verbal reminders.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

Did Calaxti just vanish? He has some activity on the forums, but nothing on here for a few days.


Human Inactive, campaign ended.

Final post of the day: as requested I made some guidelines by how Adol uses his AoO's in case he ever has to be DM-PC'd. These are fairly basic but probably still cover almost every situation. I'll also add these to his alias sheet.

Adol’s AoO tacics:

Adol has any number of AoO’s per turn since he has mythic combat reflexes. Therefore this number doesn’t have to be tracked.

He was built to have some reach capacity, with the swordmaster's flair and potions of enlarge person. However, at baseline he has normal 5ft reach. He will usually activate the swordmaster's flair at turn 1 if he has any remaining penache and doesn't need to immediately smite. If he has a potion of enlarge person on him he might drink that too in round one, but lesser priority.

When sanctuary is *not* up (Adol’s most common defensive buff on himself)

-Adol will usually have power attack active at all times since the damage during his own turn greatly depends on it. Even if he trips something without attacking first, it will be with the power attack penalty.

-He parries every melee attack until he runs out of penache (max 8 if at full penache). He usually never uses reposte since he wants to save his swift action for smite or LoH. If a dangerous melee enemy is near-death, he might make to exception and try to kill it *now*. He wouldn’t do this however if he is desperate for healing and would need his LoH next turn.

-He parries every incoming ranged weapon or ranged spell attack against himself or an adjacent ally with cut/smash from the air. This excludes supernatural abilities since they are fluffy. For these ranged parries to be possible, he has to be aware of the incoming attack. Since it has effectively no other cost, he can technically parry an infinite number of incoming projectiles. (Can I have a scene like that? please? :) )

-He takes a normal melee attack as an AoO against most targets.

-If a melee target is moving towards the group and provokes, instead of a normal attack Adol will use improved trip, then an AoO when the melee target stands up (if it does).

-If Adol is getting swarmed with many upcoming targets or they are already around him in range, he spends 1 MP as a swift (if he has both and doesn't need to heal) for the mythic Combat Reflexes effect.

When sanctuary *IS* up.
-This usually means Adol has taken serious damage during his previous turns. It can only be put up by him healing himself or another with lay on hands. If possible, he fullattacks first and then heals himself with LoH after the attack, so putting it up doesn't interfere with attacking in his own turn. The willsave DC is 10 + 0.5xpaladin level + cha mod. Currently that is 24. Adol might want to heal himself any time he drops below +/-75% hp and definitely wants to below 50%.

-He will probably want to partially take advantage of the defensive sanctuary effect while it is there. As a generic rule of thumb Adol would only break it if roughly half the enemies have already had their turn since it was used and then an AoO is provoked, or a spell attack that can be parried comes through sanctuary. If he choses to break sanctuary, he uses the tactics above.

Good night everyone! Sorry for the spam posts but it probably does make Adol a lot easier to play and work with.

@ Alithea, yeah, I also noticed that. I know he has some trouble with another campaign he was in and a few players dropping out. Should we talk to him?


Male Human Oracle 14 |HP 206 | AC 25 T 23 FF 17 CMD 26 | F +13 R +17 W 16 (+2 vs. primal magic) | Init +7 Perc +16

Sorry for not posting. This game’s been moving a lot more quickly than many of my others and it’s a bit tough to keep up.

I meant to post last night, but the site ate my post and proceeded not to work for the rest of the night. I’ll have my action up later today.


Rocks Fall; You Die!

Don't worry about it. Overall post rate slows a little during combat compared to free RP time, and it's been your turn for less than a day.


EG 5/AoA 9/Mys 6 | HP: 130/130 | AC: 27 / T: 16 / FF: 26 | Fort: +11, Ref: +10, Will: +20; +4 spells/SLA/blind/visual | M. Touch: +7, R. Touch: +8 | CMB: +7, CMD: 20 (25 vs trip) | Init: +16, Perception: +28

High-level battles do tend to get a bit crazy, yeah. XD Luckily, my part will be somewhat simplified starting next level - the Eldritch Godling's primordial magic stuff is fairly straightforward blast/heal/defense stuff with spell slots and likely to be the majority of what I actually use them on.


Male Human Oracle 14 |HP 206 | AC 25 T 23 FF 17 CMD 26 | F +13 R +17 W 16 (+2 vs. primal magic) | Init +7 Perc +16

GM, how would you feel about using this table of 10,000 random magical effects for wild magic? It makes wild magic feel very wild. The events can get fairly far-reaching at the higher numbers, so we could limit it some.


Rocks Fall; You Die!

I'd be okay with using it on a temporary basis, but I agree, it may have to occasionally be re-rolled.


Rocks Fall; You Die!

Alithea - you cannot counter spell-like abilities. However, emergency force sphere will function to block them.

It will block off your own line of effect to the enemies, and its a standard action to dispel it. So, I think I might need a turn re-do from you. If you don't clarify, I'll have you cast emergency force sphere, not take the negative levels, but also not be able to cast disintegrate (I am assuming you would prefer to avoid 8 negative levels than to hit someone with disintegrate).


HP:226/226/ AC 27, Touch 18, Flat-Footed 21,/ Fort+19; Ref+16, Will+20/ Aura of Indomitable Presence 30'/ Miss Chance 20% Female Human Warlord 3/ Sorcerer 4/ Bladecaster 7 (VMC Bard)// Champion/Archmage Tier 6

Wait; does negative energy damage bypass temporary hit points?


Human Inactive, campaign ended.

Haha. That table of random effects is hilarious. I once used it in a d&d campaign with a lot of funny situations. Some of the effects are indeed broken though. Once, a wild sorceror on the other side rolled an effect that instantly changed my BBEG into chocolate. Was a bit anticlimatic :)


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

DM Divinity, Alithea has Dimensional Slide, such effects can allow me out of the Force Sphere. Does still require an additional Resevoir point, and having line of sight after the slide. The rest can remain the same. I'll post a more complete update when I get to a computer


Rocks Fall; You Die!

Oh, you're right Rirsa, I forgot about those temp HP that you have. I'll update it.


Rocks Fall; You Die!

Alithea (and others) can you make sure to try and do two things for me:

1.) Keep OOC text and IC text separately using the ooc tags.

2.) Always include IC description when you write up posts.

Alithea's last post was black-text ooc, with no description of Alithea's actions even though her actions were RIPE for cool description (throw up a force shield, teleport, and then fire a disintegrate ray??). These sorts of steps help keep our game thread looking and reading nicely.

Thanks.


Female Human Arcanist 14 / Archmage 6 | HP 172/172 | AC 20 T 15 FF 17 | Saves 13/12/17 | CMD 20| Init +12 | Perc +22, SM +17 | See Invisibility, Darkvision 60ft, Aura Sight, Arcane Sight 120ft

Sure I'll make sure to add a description.


Human Inactive, campaign ended.
DM Divinity wrote:

Alithea (and others) can you make sure to try and do two things for me:

1.) Keep OOC text and IC text separately using the ooc tags.

2.) Always include IC description when you write up posts.

Alithea's last post was black-text ooc, with no description of Alithea's actions even though her actions were RIPE for cool description (throw up a force shield, teleport, and then fire a disintegrate ray??). These sorts of steps help keep our game thread looking and reading nicely.

Thanks.

Would you prefer something like an entire post IC and then the bottom part of it the OOC description of what someone gametechnically does? Currently, I sometimes switch between the two.

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