Miteke's Legacy of Fire

Game Master miteke

General References
Player's Guide - Knowledge Skill Success Topics - House Rules - PC bonus traits and feats

World and Local Maps
Geographical Maps - Kakishon

Current References
Party Info - NPCs and Handouts

Current Maps
Lower Level - First Level - Second level - Third level - Fourth level


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Makes total sense. Things look right now and time for a gameplay post...


Wounds (0) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

I have to say: this is extremely ambitious. The party being separated, running multiple separate encounters, and then bringing us together as we run into each other. Hats off to you for the organizational challenges of all of this.


Female Human

Apologies, she was bolded.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I sent Sief a PM, but I am not sure how often he checks the board.


I sent one too.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Climb Speed would not allow them to Climb the Wall of Force, but they could theoretically climb the normal walls around the Wall of Force as long as there are enough hand holds for them to grip.

Climb Speed just grants a +8 bonus to climb checks and the ability to always take 10 so that if they can automatically make the DC they do not have to roll. Wall of Force is perfectly smooth and thus impossible to climb if you look at the Climb chart.

I am not sure what the other walls would be like, but if you look at the chart you can find the appropriate DC and if they automatically succeed they could then opt to move to a wall and use it to climb up and over.

Also, for whatever it is worth, if they do not have Spellcraft they would not know the wall was there as Wall of Force is invisibile. So until they interact with it they would not realize anything had changed. So in theory at least one wastes some time smacking a wall to realize that something is now in the way. Since they would still hear us they would probably be able to figure out it did not go all the way to the cieling though. I believe Ghouls are reasonably intelligent and these are some kind of super-ghouls.


Malgrim Gryh wrote:

Climb Speed would not allow them to Climb the Wall of Force, but they could theoretically climb the normal walls around the Wall of Force as long as there are enough hand holds for them to grip.

Climb Speed just grants a +8 bonus to climb checks and the ability to always take 10 so that if they can automatically make the DC they do not have to roll. Wall of Force is perfectly smooth and thus impossible to climb if you look at the Climb chart.

I am not sure what the other walls would be like, but if you look at the chart you can find the appropriate DC and if they automatically succeed they could then opt to move to a wall and use it to climb up and over.

Also, for whatever it is worth, if they do not have Spellcraft they would not know the wall was there as Wall of Force is invisibile. So until they interact with it they would not realize anything had changed. So in theory at least one wastes some time smacking a wall to realize that something is now in the way. Since they would still hear us they would probably be able to figure out it did not go all the way to the cieling though. I believe Ghouls are reasonably intelligent and these are some kind of super-ghouls.

The idea is that they start moving towards you and quickly realize that there is a wall there and then follow the wall of force as they try to get around it to the normal wall, Then they climb, which is why they ended up at the end points of the wall. Then have a 20' climb speed and a +22 as a climb skill so the walls pose no problem and they easily scramble up the wall and over the wall of force. It does delay them for a turn as they take this tortuous route towards you.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None
miteke wrote:
The idea is that they start moving towards you and quickly realize that there is a wall there and then follow the wall of force as they try to get around it to the normal wall, Then they climb, which is why they ended up at the end points of the wall. Then have a 20' climb speed and a +22 as a climb skill so the walls pose no problem and they easily scramble up the wall and over the wall of force. It does delay them for a turn as they take this tortuous route towards you.

That sounds correct.


Wounds (0) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

Rules question time!

(1) Map scale:
The grid squares seem pretty big. Are they 10 ft. each? Our sprites fit into half a square, so just double-checking.

(2) Fly speed from Mind Over Gravity
Mind over Gravity As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.

(2a) Compared to the fly spell:
fly spell
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

So my understanding is that Mind Over Gravity does not mention any speed penalty for armor or load, unlike the fly spell. Therefore, Aimamon’s fly speed would stay 60 ft. even in heavy armor and with a heavy load...right?

(3) Fly speed with Quickness
Quickness says it functions like haste, so that would add 30 ft. to movement speeds, including fly, yes?.

(4) Final fly speed check:
Assuming all the above is correct, Aimamon’s total fly speed would be 90ft, and with a double move can go 180ft. If each square is 10ft, then this will bring us right to the door where the encounter is going on. Meaning that Marcus could hop on this round, and at the end of my movement hop off. So we can join the fight directly next round.

Or, if there's a penalty from heavy load/armor after all, and thus he will be moving less? In which case the two of us will take 2-3 rounds to reach the combat.

Just wanted to check in with this before I make any assumptions/move anything on the map.


Amaimon Emberheart wrote:

Rules question time!

(1) Map scale:
The grid squares seem pretty big. Are they 10 ft. each? Our sprites fit into half a square, so just double-checking.

Correct

Amaimon Emberheart wrote:

(2) Fly speed from Mind Over Gravity

Mind over Gravity As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.

(2a) Compared to the fly spell:
fly spell
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

So my understanding is that Mind Over Gravity does not mention any speed penalty for armor or load, unlike the fly spell. Therefore, Aimamon’s fly speed would stay 60 ft. even in heavy armor and with a heavy load...right?

Well, armor and encumbrance reduce your speed in general so I would rule that the reductions still apply.

Amaimon Emberheart wrote:

(3) Fly speed with Quickness

Quickness says it functions like haste, so that would add 30 ft. to movement speeds, including fly, yes?.

Correct.

Amaimon Emberheart wrote:

(4) Final fly speed check:

Assuming all the above is correct, Aimamon’s total fly speed would be 90ft, and with a double move can go 180ft. If each square is 10ft, then this will bring us right to the door where the encounter is going on. Meaning that Marcus could hop on this round, and at the end of my movement hop off. So we can join the fight directly next round.

Or, if there's a penalty from heavy load/armor after all, and thus he will be moving less? In which case the two of us will take 2-3 rounds to reach the combat.

Just wanted to check in with this before I make any assumptions/move anything on the map.

I would put the speed at 70' per round when in armor or encumbered. You can also 'run' while flying.


Female Human

Did the last ghul move to engage up close? Making sure I'm reading the map correctly.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I hate to be a bummer but I just can't seem to get into this character. Before we get too deep in I think I will bow out. Besides you have a strong arcane character in vonna. Sorry.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None
Marcus Nocturnus wrote:
I hate to be a bummer but I just can't seem to get into this character. Before we get too deep in I think I will bow out. Besides you have a strong arcane character in vonna. Sorry.

I kind of think Sief might be gone. Would making more of a divine caster be interesting? Marcus just showed up. Changing him some might not be a big change.


Female Human

And, I just finally got into a game with the acclaimed, nay... vaunted, Ironperenti.

If you go I'll have to stalk you in some other game!


Vonna the Huntress wrote:
Did the last ghul move to engage up close? Making sure I'm reading the map correctly.

It did. It's init was separate from the others and had to wait to 'hop the fence'. Bad timing it seems, though these guys were doomed from the start.


Female Human

I'm pretty sure the bonuses are right, but my laptop with HeroLab is broken... so I can't access that at the moment.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I can look at making a divine, perhaps that is more my speed than a bard. If Seif shows up then I can just fade away. I've had a lot going on and maybe that's it. I'm indecisive, nice people make it so hard. Let me sleep on it. I'll hang in there with what I have till we clear up Seif and work on a divine version if Mr Miteke is ok with that.


I'm good with that.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None
Marcus Nocturnus wrote:
I can look at making a divine, perhaps that is more my speed than a bard. If Seif shows up then I can just fade away. I've had a lot going on and maybe that's it. I'm indecisive, nice people make it so hard. Let me sleep on it. I'll hang in there with what I have till we clear up Seif and work on a divine version if Mr Miteke is ok with that.

Seif was more about Shadow then being a divine caster. So if you find something that intrigues you it would probably be a fine addition with Seif rather then stepping on his toes.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I'm leaning toward trying this build, I need to expand my horizons but find my niche is the question.


Well, I'd hate to lose you so I hope you find a niche you like.


Female Human

No AoOs? Do you have to be adjacent or reach (threatened square) counts?


Reach counts. As long as you have a melee weapon ready and are in striking distance you can AoO.


Please add your info to slide 1 and 2 here

Do you all prefer to roll your own saves? I usually have the PCs do that but it does slow things down a bit.


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Wounds (0) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

Please feel free to roll for me.


Female Human

I'm OK with DM rolling Saves.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I like rolling mine but I'll roll with the consensus, no pun intended.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I prefer to roll my saves. It's more interactive.


With a split decision I guess I will continue having the players roll. I typically put any necessary saves on the init line for the player, but I got lazy this time and had you guys check to see if you already saved.


Female Human

In guessing Vonna may know, being a Void Wizard... but I don't.

How would Twilight Knife <<< Link affect this thing? Especially as far as force Sneak Damage.

Maybe some check if she's never encountered something like it before.


Since it does force damage, it would be particularly effective on an incorporeal creature like this one. I do not see any immunities from precision damage, so all good.


Female Human

It mentions overcoming SR, let's hope!

Also, since he can't attack the same round the knife appears, no attack this round.


Female Human

Full HeroLab character sheet under the last spoiler... Sorry, thought main stats had AC info. Her AC sucks, 19 total - at this level, anything hits pretty much, except a Nat 1.

Guess I'm not used to higher levels, this is depressing.

I mean that more in a WTF rather than clinical way.

Does she get a Save? If so is it a spell or spell-like ability? She gets +4 in that case.


Vonna's OK, other than being shaken, which hardly matters for a spellcaster, and taking a few points of damage. Sometimes the backfield turns into the front-lines, and then your AC matters, but normally not. In this case the thing has some abilities and special maneuver feats that allows it to be really annoying and persistent.


Female Human

Is he, it within 10 reach?


Vonna the Huntress wrote:
Is he, it within 10 reach?

With it at 15' up you could attack with a reach weapon if you are right under it or in an adjacent (not diagonal) square. That means you could step and attack.


Female Human

Sorry folks, can't log into Paizo on desktop. Will try a different browser, tonight (suggested my someone).


Female Human

Without posting and seeing the map at the same time, was very difficult.

Finally logged in with Edge browser, Chrome seems to not let me. I had assumed it was a Paizo (site) thing.


Wounds (0) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

Glad to see you found a workaround


Me too.

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