ADQ Table 2

Game Master chillblame

Raiding and destruction in Sterich. Heros are needed.
greyhawk gods
Sterich and Keoland
roll20 link


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Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I think we still need Vrianna to check into the gameplay thread.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Oh heck, thats on me. I wasn't aware there'd been posts and I was fixing up my data.

Post coming. I'll just be offscreen to the left.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

To come back to a previous point, what I think our roles and marching order (1-6) are starting to look like:

1) Brother Hawthorne. Roles: Scout, Sneak, Flanker
Question for Hawthorne: Are you second tier melee (will be able to hold his own 1 on 1) or third tier melee (needs rescuing, preferably immediately)?
2) Fergus Dragancara. Roles: Primary Melee, Secondary Healer
Question for Fergus : What, if any, is your plan for ranged combat (or a extremely mobile opponent/an opponent protected by terrain)?
3) Vrianna. Roles: ?Secondary Melee?, Secondary Healer, Secondary Missile, Flanker
Question for Vrianna: Relying on 1 guy (Fergus) to hold the line is stupid; a single natural 1 will wreck the whole tactical plan. If you plan and prepare for it, can you be strong enough in melee to hold the line (remember we are fighting giants)?
4) Fenla Welci. Roles: Buffing, arcane versatility
Question for Wenla: Am I correct in saying that "Brown Fur Transmuter" means your build is focused on buffing other party members?
5) Vakmu. Roles : Battlefield Control, Save or Suck, versatile caster, secondary healer,?kinda maybe secondary melee?
Question for Vakmu: Someone else better chime in here.
6) Rommin. Roles : Secondary Melee, Primary Missile, Tertiary Healer.
Question for Rommin: Your build looks to be primarily archery focused. Am I correct in saying that you can be in the back rank, but have the feats to shoot effectively through the party without endangering our own?

Rationale: It starts pretty standard, scout out front, then best melee combatant to hold the line. Next would be the second best melee to help hold the line; this honor is between Rommin and Vrianna to my eye. Vrianna gets the spot, as we want Rommin not engaged so he can shoot his bow. Casters in the middle - Fenla & Vakmu - Fenla first so she can reach the front ranks with touch buffs, and because being second would put her in slot 5 (only 1 person away from melee in case of attack from the back). Vakmu in the 5th slot because he's less of a glass canon than Fenla. 6th slot & rearguard is Rommin - great perception to stop anyone sneaking up on us, solid in a melee, can use his preferred combat style (missile) with the rest of the party in the way (precise shot).


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Well, my AC and hit points are equal to the Paladin’s. But I can’t smite or heal myself. I’m obviously most effective when flanking, but even better against flat footed opponents. There are roughly 3 ways for me to flatfoot them...

1) surprised
2) I’m invisible
3) I’m charging them (Sap Master)


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:

Well, my AC and hit points are equal to the Paladin’s. But I can’t smite or heal myself. I’m obviously most effective when flanking, but even better against flat footed opponents. There are roughly 3 ways for me to flatfoot them...

1) surprised
2) I’m invisible
3) I’m charging them (Sap Master)

I'd say that puts you solidly in second tier; 1 on 1 vs a typical hill giant, you will survive at least 3 melees, barring terrible luck...


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Supplies Discussion (What's everyone got, and what do we need to bring):

Vakmu has cold weather gear, a bedroll and 10 days of trail rations (and a ring of sustenance). As mentioned, if I dedicate a spell slot, I can put shelter over our heads at night with a sylvan hideaway spell. He carries a light crossbow (and has 20 bolts for it), but doesn't expect to use it much. He also has 100' of rope, a mess kit, a hammock and some other stuff (see the profile)


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

bedroll, belt pouch, chalk (10), cold weather outfit, flint and steel, grappling hook, hemp rope (50 ft.), hot weather outfit[APG], mess kit[UE], mirror, piton (10), poncho[UE], pot, soap, torch (10), trail rations (5), waterskin

That's what I've got, all neatly stuffed into my haversack. Happy to toss money into the kitty to purchase the finer things in life!


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Fergus,

Thank you for serving! Which branch? As a youngster, I was Army Guard, and I’m proud to announce that Maryland didn’t invade Virginia on my watch!


Male

Marines for twelve years. Radio Reconnaissance and a stint in FAST COMPANY in Europe. Did another four in DIA in the field in Africa and the Mid East after the towers fell. I was in from 88 to 00 and back in from 02 to 06.

Thanks and thanks for serving.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I’m a civilian employee of the Marine Corps these days, so I definitely speak some jarhead.


I'm a Canadian, but I have spent 15 years with DND (Department of National Defence) as an operations research analyst. 12 of those were spent at the Canadian NORAD HQ, so I've worked with a few US Air Force folks...


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

I could probably tank in a pinch, yeah. It's not an ideal situation but I should have enough tricks to switch in for Fergus. Vri can also work with Hawthorne, Rommin and anyone else willing to get close enough for flanking shenanigans - it's generally her best way of maxing damage output, and it gets a boost from multiple class features to boot.

I'll double check my gear and chip in for group supplies.


Male Human (Keoland - Fo)| HP 66/66| w/ shield: AC: 24, T: 14, FF: 23// w/o shield AC: 21, T: 14, FF: 20 | Spd: 30ft/ 20ft w/armor | Paladin (Divine Defender) 7 | Init +5, Normal vision; Percept: +9, Sense Motive: +11 | +2 Keen Greyflame Longsword 1d8+4 17-20/x2 S| Saves: F: +10, R: +7, W: +11 | CMB +2 / CMD 13

I didn’t set up Fergus for range. He does have throwing axes for near range. My plan is for him to take two weapon fighting but with sword and shield. I can grab a light crossbow.

My spells are built around enhancing him in combat or supporting another team member.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Fergus, might I recommend a bow (specifically a composite longbow of appropriate strength)? You have the proficiency (all martial) and they are generally better weapons than crossbows (in PF terms). As a general tactical statement, no PC should be completely without ranged combat capabilities...


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

No question for Vakmu? There's a hole in every build folks... it's just a matter of finding it.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Even Brother Hawthorne can lay down with a small shortbow for 1d4-1 damage!


Male
Vakmu Blackhorse wrote:
No question for Vakmu? There's a hole in every build folks... it's just a matter of finding it.

I don’t build PC’s for what is best. I build them based on a concept story and go from there. Not a fan of modern day RPing and min/max. I don’t like video game RPing. He is built the way I want him. Fergus just isn’t a range fighter.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20
ALLENDM wrote:
Vakmu Blackhorse wrote:
No question for Vakmu? There's a hole in every build folks... it's just a matter of finding it.

I don’t build PC’s for what is best. I build them based on a concept story and go from there. Not a fan of modern day RPing and min/max. I don’t like video game RPing. He is built the way I want him. Fergus just isn’t a range fighter.

We should have enough ranged support as it is through magic and weapons, don't feel pressured to take something shooty.

Vakmu shamans have hexes right? I know they have solid casting and hex selection bolsters that, so I'm guessing thats why battlefield control is your main schtick. Did you take an archetype?


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Vrianna wrote:
ALLENDM wrote:
Vakmu Blackhorse wrote:
No question for Vakmu? There's a hole in every build folks... it's just a matter of finding it.

I don’t build PC’s for what is best. I build them based on a concept story and go from there. Not a fan of modern day RPing and min/max. I don’t like video game RPing. He is built the way I want him. Fergus just isn’t a range fighter.

We should have enough ranged support as it is through magic and weapons, don't feel pressured to take something shooty.

Vakmu shamans have hexes right? I know they have solid casting and hex selection bolsters that, so I'm guessing thats why battlefield control is your main schtick. Did you take an archetype?

Yep, I have hexes, Silkstring Snare and Charm, plus a wandering hex (typically Confusion Curse from the lore spirit) and a Ritual Hex (typically Slumber from the Witch list). No archetype - thought hard about unsworn, but decided against.


Ranger2/Wizard5 Elf | Init:+8 | Per:+21 | F:+5 R:+8 W:+6 | HP 48/48 | AC:19 FF:15 T:14 CMD:20 |

Rommin is intended to be a ranged fighter, but he can do some things with flanking; he's got the acrobatics to get where he's going.

This character certainly isn't optimized. He is intended to mimic and old school fighter/magic-user, which was never the most powerful route to take either.


Sorry for the delay, net issues. onwards.

As a side note, I will post the roll20 invites near the first encounter. Busy setting things up


Rommin Hawkridge wrote:

Rommin is intended to be a ranged fighter, but he can do some things with flanking; he's got the acrobatics to get where he's going.

This character certainly isn't optimized. He is intended to mimic and old school fighter/magic-user, which was never the most powerful route to take either.

You thinking of going Arcane archer?


chillblame wrote:

Sorry for the delay, net issues. onwards.

As a side note, I will post the roll20 invites near the first encounter. Busy setting things up

No biggie, these things happen.


Ranger2/Wizard5 Elf | Init:+8 | Per:+21 | F:+5 R:+8 W:+6 | HP 48/48 | AC:19 FF:15 T:14 CMD:20 |
chillblame wrote:
Rommin Hawkridge wrote:

Rommin is intended to be a ranged fighter, but he can do some things with flanking; he's got the acrobatics to get where he's going.

This character certainly isn't optimized. He is intended to mimic and old school fighter/magic-user, which was never the most powerful route to take either.

You thinking of going Arcane archer?

I was more thinking of eldritch knight. It would give him more feats and more levels of spellcasting and keep that fighter/magic-user vibe.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Gonna be late getting a gameplay post in, RealLife issue's come up.

As an aside, since we all operate on different time zones, GM do you want us to have our time zones in with our other stats or is that just me overthinking things?


It is not crucial, Vrianna. I am working on the assumption that for most of you I am ahead a day. I won't penalise anyone for that.
:)
I try to be flexible and easy-going. Life is too short.


Chillblame, I had to beat on the link (to the google presentation) in the post some, but it works for me now...

Can someone else check it?


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.

Wow somehow I didn't see any of these discussion threads. Sorry bout that. So to answer some questions yes I planned to be on buffs, debuffs and crowd control. The quick study feat allows me to switch spells easily to meet the party's needs on the fly.

I was wondering about the +10 limit? I get that some of the solutions shown can make the checks get crazy high. But I already have +8 or +9 in a lot of my knowledge skills. Do I just stop putting ranks in it? I feel like eventually I will be putting ranks in things that don't matter.

What the state of the city? From what I was reading in the game play posts there is the black sphere taking up the center of the city? I know the estate we are at is away from the city and we were all talking as though we could get supplies from the city, but I was under the impression that was not the case.

I can open the second link sent with the Red X.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Fenla, the +10 limit, (if I understand correctly), is for add-on bonuses beyond your natural skill (ranks + class skill + attribute).


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.

ok that makes sense. Hope that's the case. :D


yes, that is correct. sorry I wasn't clear

By the way, check out this map

map

you can zoom in.


Male
chillblame wrote:

yes, that is correct. sorry I wasn't clear

By the way, check out this map

map

you can zoom in.

So just to clarify that map we are looking at on the table is a map you are linking to on this link. Excluding the marker for the Steading which is unknown. Which means the fort we want to first check and then base out of is Blackbridge, correct?


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
ALLENDM wrote:
chillblame wrote:

yes, that is correct. sorry I wasn't clear

By the way, check out this map

map

you can zoom in.

So just to clarify that map we are looking at on the table is a map you are linking to on this link. Excluding the marker for the Steading which is unknown. Which means the fort we want to first check and then base out of is Blackbridge, correct?

It's either Blackbridge, Headwater, or that unnamed little grey fort between them at the intersection of the roads.

It is, however, a really nice map!


Male Human (Keoland - Fo)| HP 66/66| w/ shield: AC: 24, T: 14, FF: 23// w/o shield AC: 21, T: 14, FF: 20 | Spd: 30ft/ 20ft w/armor | Paladin (Divine Defender) 7 | Init +5, Normal vision; Percept: +9, Sense Motive: +11 | +2 Keen Greyflame Longsword 1d8+4 17-20/x2 S| Saves: F: +10, R: +7, W: +11 | CMB +2 / CMD 13
Vakmu Blackhorse wrote:
ALLENDM wrote:
chillblame wrote:

yes, that is correct. sorry I wasn't clear

By the way, check out this map

map

you can zoom in.

So just to clarify that map we are looking at on the table is a map you are linking to on this link. Excluding the marker for the Steading which is unknown. Which means the fort we want to first check and then base out of is Blackbridge, correct?

It's either Blackbridge, Headwater, or that unnamed little grey fort between them at the intersection of the roads.

It is, however, a really nice map!

Agree on all accounts. I was basing this off of the hex count Chillblame gave us in OOC.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

@Chillblame thanks for that, lost more time than intended and trying to catch up, making sure I haven't missed anything. Holiday fun!

That map is all kinds of awesome.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Posting this here to keep the game thread flowing -

To assist Vakmu I have access to the Keep Watch spell which works as follows -

SRD wrote:

This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects. The subjects suffer no fatigue and gain all the usual benefits of a full night’s rest. The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night’s rest.

It's a touch spell AND can be given to multiple recipients, so it should make camping and such easier.

Vrianna will attempt to get an extra quiver of arrows, can't think of anything else that might be useful. Does somebody have lockpicks or an equivalent?


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*
Vrianna wrote:
Does somebody have lockpicks or an equivalent?

This department is covered.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Ok, as of Chillblame's last update, we are on the road from Istivin to the Nosnra's stedding. We have been travelling several days, and as an organizational matter, we should probably establish watches & evening routines for camp time.

Vrianna, I looked up keep watch; you can affect 3 people with you caster level - I suggest yourself, Fergus and either Fenla or Brother Hawthorne. Vakmu and Rommin both have rings of sustenance (IIRC), and thus only need 2 hrs of sleep. Thus, we should have most of the party available at any given time.

As for Vakmu's personal evening camping routine:
In the evening, after dinner every day (2100 ish) he will use Ritual Hex to get his extra hex. He will then go to sleep for 2 hrs (ring of sustenance & the ritual induces fatigue for an hour, even if successful).
When he wakes, he will indulge himself in poetry, wine and pipeweed for whatever hours are available before the party moves on (hedonistic drawback).


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Marching order?

Brother Hawthorne up front? At least when dismounted?


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Vakmu has added another quiver of 20 bolts, and a light warhorse and tack to his equipment list... (courtesy of the crown of Sterich)


Brother Hawthorne wrote:

Marching order?

Brother Hawthorne up front? At least when dismounted?

Hate to say this, but, in character, why? Hasn't he been scamming us that he's a cleric?

Otherwise, I got no pushback on my proposal above...


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*
pad300 wrote:
Brother Hawthorne wrote:

Marching order?

Brother Hawthorne up front? At least when dismounted?

Hate to say this, but, in character, why? Hasn't he been scamming us that he's a cleric?

Otherwise, I got no pushback on my proposal above...

Yeah, I thought of that too. Hmmm we’ll get there. I’ll handle it in character.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:
pad300 wrote:
Brother Hawthorne wrote:

Marching order?

Brother Hawthorne up front? At least when dismounted?

Hate to say this, but, in character, why? Hasn't he been scamming us that he's a cleric?

Otherwise, I got no pushback on my proposal above...

Yeah, I thought of that too. Hmmm we’ll get there. I’ll handle it in character.

Might someone have figured it out while we travelled? Your disguise is pretty much unbeatable (Unless long term proximity and observation counts as taking 20? Q for Chillblame, I guess.) but knowing how a priest of Charmalaine acts is K Religion, and there are lots of people in the party with it - sooner or later, one or more of them will roll high while you roll low...


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Well, I'm +13 on Knowledge(religion) as well, so I figure taking 10, I can at least keep scoring a 23. That's way better than some 1st level actual cleric of Charmalaine could possibly get!


Well, long term maintenance of the disguise is a bit easier due to only just meeting him. I look forward to interesting consequences.

I think I will rule that unless he breaks character, or some similar thing, the disguise is maintained. Then bluff rolls may cover the breech.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Ok, we are apparently forced marching onwards.
1) Chill, we are mounted, if I understand the rules correctly, we (and anything else that's riding, like familiars - poor little Wisp otherwise) don't take forced march damage - but "A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches." So everyone, we need everyone's force march checks for their mounts - not players - and we may be busting a bunch of wand charges (note, I haven't switched over to life spirit yet as apparently, this is still the same day we left Istivin - otherwise I'd channel energy).

https://www.d20pfsrd.com/alignment-description/movement/

(note that the con check aren't neccessary for mounts - the damage is lethal and automatic)

2) They started 6 hours ahead of us. With wagons they are doing 2 mph (and I don't think wagons can hustle). Thus they start with a 12 mile lead. Assuming they are not forced marching, they will get their 8 hours worth of marching before we can catch up, and thus will travel 16 miles. Every hour they forced march adds another 2 miles to that...
This also assumes they are following a road or trail. If not, the hex is plains, and thus they will move a 3/4 speed = 1.5 mph, and a total travel of 12 miles.

3) As mounted characters of human weight [ 175 lbs < load on horse < 525 lbs (max load on horse)], we are doing 3.5 mph. We will not catch them after 4 hrs (14 miles travelled). If we hustle the mounts, doing more damage to them, we will double the speed, and catch them in hour 3 - 21 miles travelled (barring a heavy forced march by them). Note if we go off-road, Nature's Path means our speed is not affected (then we would catch them in hour 2 - we could also theoretically catch them without hustling in hour 4).

4) Lethal Damage profile for mounts (assuming hustle)
1st hour 1d6
2nd hour 1d6+1
3ed hour 1d6+2
A light warhorse averages 15 hp... we should pause for healing after the 2nd hour...


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.

Good find, ya we will need to heal the mounts. Riding Dogs have 13 HP


Vakmu Blackhorse wrote:

Ok, we are apparently forced marching onwards.

1) Chill, we are mounted, if I understand the rules correctly, we (and anything else that's riding, like familiars - poor little Wisp otherwise) don't take forced march damage - but "A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches." So everyone, we need everyone's force march checks for their mounts - not players - and we may be busting a bunch of wand charges (note, I haven't switched over to life spirit yet as apparently, this is still the same day we left Istivin - otherwise I'd channel energy).

https://www.d20pfsrd.com/alignment-description/movement/

(note that the con check aren't neccessary for mounts - the damage is lethal and automatic)

2) They started 6 hours ahead of us. With wagons they are doing 2 mph (and I don't think wagons can hustle). Thus they start with a 12 mile lead. Assuming they are not forced marching, they will get their 8 hours worth of marching before we can catch up, and thus will travel 16 miles. Every hour they forced march adds another 2 miles to that...
This also assumes they are following a road or trail. If not, the hex is plains, and thus they will move a 3/4 speed = 1.5 mph, and a total travel of 12 miles.

3) As mounted characters of human weight [ 175 lbs < load on horse < 525 lbs (max load on horse)], we are doing 3.5 mph. We will not catch them after 4 hrs (14 miles travelled). If we hustle the mounts, doing more damage to them, we will double the speed, and catch them in hour 3 - 21 miles travelled (barring a heavy forced march by them). Note if we go off-road, Nature's Path means our speed is not affected (then we would catch them in hour 2 - we could also theoretically catch...

I stand amazed. You worked it out better than I did. M6 assumption was the the ogres travelled for another two hours and were moving a bit faster, so it would take about eight hours to find them. Remember you are tracking, so 8 am assuming a more deliberate pace.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
chillblame wrote:


I stand amazed. You worked it out better than I did. M6 assumption was the the ogres travelled for another two hours and were moving a bit faster, so it would take about eight hours to find them. Remember you are tracking, so 8 am assuming a more deliberate pace.

Actually, I forgot about the tracking. Let see,

https://www.d20pfsrd.com/skills/survival

Firm ground starts at DC 15. Ogres are large: -1, nighttime doesn't apply because of low-light vision. 20 Orcs, 7 Ogres and 4 Wagons = 31 subjects= -10. DC 4 for base tracking = 1/2 speed. DC 9 for normal speed movement. DC 24 for hustle speed movement. If multiple aid another attempts stack (at least Vakmu and Wisp (Rommin's familiar) succeed on check 3 here, https://paizo.com/campaigns/v5748p75ivktp/gameplay&page=3#119 there may be others aiding), Rommin is actually skilled enough to follow the trail at a hustle...

If not, we have to slow to a walk for that mile. Also, we owe another 8 tracking checks for the next 8 miles (although you could just say take 10 & get 29, and Rommin will succeed at a hustle ).


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Would any of my tracking rolls help Rommin? If we're able to take 10 I can get a consistent 25 - between the two of us we should be able to track the ogre & orcs no problem. I don't have any useful magic to deal with fatigue for us and the horses though.

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