Bristor Gwin |
Any reason I can't take 10 on the climb check? Have a +12
GM Lorenzo |
No problem, Bristor, you made it down in 10 minutes. Just like those who used magic. (A scenario-specified mechanic.)
Oops! Forgot to have the immortal ichor act! I'll update the Gameplay thread for it to act now.
Archaememnon |
Resource Tracking
Lesser Rod of Elemental Spell (cold) 2/3
Rod of Quicken 2/3
GM Lorenzo |
... himself tries to reestablish stealth, having simply cast a spell and remaining in the shadows.
Is this another roll or impossible after spellcasting? If it helps Peter also has invisibility, but at this level that is sort of moot without mind blank
if its another stealth roll:
stealth: 1d20 + 32 ⇒ (3) + 32 = 35
You can review the rules for Stealth here.
Breaking Stealth When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).
and
Action
Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
Though this wasn't technically a ranged attack, it seems most fitting to your situation.
GM Lorenzo |
Man, that was a tough post! Wanted to get it up, before I crashed. Probably should have waited till the morning.
With a few fits and starts, Gameplay's finally updated. I caught most of my errors and corrected them. Let me know, if you spot some I missed.
Good night.
Peter Zarr |
I took a look, I'm fairly certain Peter is out of divine intervention range, unfortunately for that crit.
Sir Hendric the Vigilant |
It looks to me like you are in range. It's 30'? You are 20' up and 20' over? That's 20*(1.414) = 28.28 ft.
Sir Hendric hopefully thwarted the attack entirely with the AOO. If it moved into his threatened area, then is tripped 10' away (the AOO happens as it leaves the space 10' away) and has to spend another move to get up, it can't attack.
But if he didn't trip it, then a Divine Interference would be appreciated.
GM Lorenzo |
Note: Bristor has countless eyes up so can’t be flanked. Didn’t matter this time, just a reminder
I'd wondered what 'CntlssIs' meant in your tagline. Thanks for reminding me.
(Though the psoglavs wouldn't have known it, either.)
GM Lorenzo |
Bristor, it didn't look like you'd moved your icon on the map, so I took the liberty of moving it 5ft to the west.
Bristor Gwin |
Oops - thanks!
GM Lorenzo |
A bison appears, smites against the yellow one and begins trampling over monstrous humanoids and probably Bristor, with an intelligence of 2... . trample damage, reflex DC 22 for half: 2d6 + 15 ⇒ (2, 6) + 15 = 23 smite evil is another 5 damage to yellow if evil
This one really hurt my brain. In the end, it was simpler to just go with it, rather than ask a lot of questions or do the research on my own.
Not to start any arguments, but these were some of the things I was wondering about:
Would a trample zigzag? If not, then why not?
How would the caster communicate the direction(s) of the path of the animal's trample?
Should targets go for the AoO or the Reflex save?
Does DR apply to a Combat Maneuver attack that deals damage?
Smite bypasses DR, but does the smite damage get halved when the damage can be halved with a successful Reflex save?
There were others, but right now I'm power-attack chewing some nicotine gum and really craving a cigarette.
I look forward to playing in a Seeker scenario you guys GM someday! ;-)
Peter Zarr |
Peter wrote:A bison appears, smites against the yellow one and begins trampling over monstrous humanoids and probably Bristor, with an intelligence of 2... . trample damage, reflex DC 22 for half: 2d6 + 15 ⇒ (2, 6) + 15 = 23 smite evil is another 5 damage to yellow if evilThis one really hurt my brain. In the end, it was simpler to just go with it, rather than ask a lot of questions or do the research on my own.
Not to start any arguments, but these were some of the things I was wondering about:
Would a trample zigzag? If not, then why not?
How would the caster communicate the direction(s) of the path of the animal's trample?
Should targets go for the AoO or the Reflex save?
Does DR apply to a Combat Maneuver attack that deals damage?
Smite bypasses DR, but does the smite damage get halved when the damage can be halved with a successful Reflex save?There were others, but right now I'm power-attack chewing some nicotine gum and really craving a cigarette.
I look forward to playing in a Seeker scenario you guys GM someday! ;-)
I’m guessing that I summoned it, and pointed at the monsterous humanoids and it tramples everyone in that group (including Bristor).
The direction wouldn’t be possible to specify, just the enemies.
I would probably save my aoo and go for reflex, since blowing my aoo for the round on a summon feels like a waste, but it depends how bloodthirsty they are.
DR does apply.
The total damage is halfed (so 14 on the smite damage with save). Also, celestial smite doesn’t bypass DR, unlike paladin.
The Bison is basically worthless, but it felt better to do something with my turn rather than nothing.
GM Lorenzo |
No, Buffalo Bill is totally badass. I just started going down a rabbit hole, overthinking it.
I prefer we have some fun with it.
Sir Hendric the Vigilant |
A couple of notes on Greater Banner:
All allies within 60' of Sir Hendric get a +2 morale bonus on saves vs charm and compulsion (and +6 morale bonus on saves vs fear from the regular Banner effect, improved significantly by human FCB - also +5 morale bonus on charge attacks). I think most of us have Heroism up, but for any who don't, there's another +2 for you against charm and compulsion.
And he can wave the banner as a standard action at will to grant all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Because of that 1/day limit, I think it is probably not needed for Julian against the Mind Fog, though it is an option. Julian still has a +14 Will save even with the -10 penalty, and it might be more useful later in the adventure against a more dangerous effect.
Julian Duphin |
I agree that I should probably just wait out the mind fog.
Peter Zarr |
To add another monkey wrench, does life bubble stop mind fog?
Peter Zarr |
No, Buffalo Bill is totally badass. I just started going down a rabbit hole, overthinking it.
I prefer we have some fun with it.
I’m already starting to write up my next turn now that he has a name. Its amazing how much empathy gets attached to things that get names....
Sir Hendric the Vigilant |
To add another monkey wrench, does life bubble stop mind fog?
If it does, then I would like to have not used Indomitable Mount on Sentry's save, and therefore have a swift available on my turn.
But okay with it either way.GMAndrewW |
AID TOKEN
Type: Allied Offensive
Generated By: Tanrov
Heroic? No
Effect: The Aid Character strikes a creature at the same time as the PC, increasing the damage dealt on one attack by 2d8 points in Subtier 5–6, 3d8 points in Subtier 7–8, 4d8 points in Subtiers 10–11 and 12–13, or 5d8 points in Subtier 15–16.
Passing From: GMAndrewW
Passing To: GM Lorenzo
Bristor Gwin |
Chabon's Spellcaster Mission Check
4d6 ⇒ (3, 5, 4, 2) = 14
Peter Zarr |
Mardak starts throwing the most powerful evocations he can to counter the negative energy.
aid: 5d6 ⇒ (4, 6, 3, 6, 4) = 23
Sir Hendric the Vigilant |
Daathiel will also lend his arcane talents to the Spellcaster mission, supplemented with copious observations about the nature of the necromantic phenomena.
5d6 ⇒ (6, 3, 4, 4, 1) = 18
Julian Duphin |
Dinani joins Mardak in blasting away!
Aid: 5d6 ⇒ (1, 3, 5, 4, 6) = 19
GM Lorenzo |
Hope everyone had a happy Easter during these very trying times. I'll update Gameplay in the morning.
GM Lorenzo |
At this time, players can elect to send any number of their Aid Characters of the corresponding role on the Spellcaster mission. These missions are more dangerous than improving Aid Tokens, but the benefits they provide apply to the whole House.
The Team's Spellcasters
Bristol: Chabon, level-12
Sir Hedric: Daathiel, level-13
Julian: Dinani Finn, level-13
Peter: Mardak, level-15
The house has already succeeded, so you don't have to put the Aid Characters at risk. But if you'd like that Aid Character to earn the Spellcaster boon on the Chronicle sheet, it must make the attempt.
For each Aid Character sent on the mission, please roll 2d6 for a 4th-level NPC Pathfinder, 3d6 for a 5th- to 8th-level Aid Character, 4d6 for a 9th- to 12th-level Aid Character, 5d6 for a 13th- to 16th-level Aid Character, or 6d6 for a 17th- to 20th-level Aid Character. The results for each Aid Character depend upon the results of their roll.
20+: The Aid Character is a triumphant leader, inspiring other Pathfinders with their bravery and skill. They generate 2 successes for the mission. Even if the mission fails, they escape unscathed.
11–19: The Aid Character makes a substantial contribution to the mission, generating 1 success. If the mission fails, the Aid Character is injured. The Aid Character can recover from their injuries at the end of the scenario by spending 8 Prestige Points.
6–10: The Aid Character is trapped in a perilous situation and needs the assistance of other Pathfinders to escape. The Aid Character does not contribute to the mission’s success. If the mission fails, the Aid Character dies.
5 or less: The Aid Character’s luck runs out. Whether from an ambush, a devious trap, or a relentless onslaught of foes, the character meets their end. This Aid Character dies and does not contribute to the mission’s success.
If you'd like to embellish the pure mechanics of your roll of the dice with a little RP, go ahead and do it in the Gameplay thread.
GM Lorenzo |
Sorry, I missed that question. Thanks for repeating it for me.
The mind fog is described as a mist, so certainly a type of harmful gas and vapor. So yes, life bubble protects against it. So Julian is not affected by the mind fog and suffers no penalty on his saving throw vs the immortal ichor's spell.
I'll make that correction next time I update the Gameplay thread.
GM Lorenzo |
Spellcaster Aid Mission Results
Bristol: Chabon - Success!
Sir Hedric: Daathiel - Success!
Julian: Dinani Finn - Success!
Peter: Mardak - Triumph!
Let's hope the House succeeds at the mission!
Archaememnon |
Arch is 10 feet up and flew around behind the ooze to leave a clear line of fire.
Bristor Gwin |
I did post, looks like we were ships in the night. Just didn't want you to miss it.
Archaememnon |
Sorry! It's DC 24
Bristor Gwin |
Dragon Form II I believe
GM Lorenzo |
I thought so, too, but looking at the Character sheet, I only see Form of the Dragon I prepared.
Archaememnon |
That's right. Arch knows Dragon Form I, but can take DFII twice per day as a class ability. The duration for it is 20 minutes at a time, which is why I was asking about travel times from the first combat. When this fight is over, that initial use of it will surely be expired.
Julian Duphin |
I think it's from his dragon disciple prestige class.
Did we find out what shuts off its regeneration when Peter asked about its special defenses?
GM Lorenzo |
Ah, yes: Good Spells and Good Weapons. That's probably another reason why Bristor chose to switch out his judgments.
I'll correct that mistake in my next Gameplay update.
Bristor Gwin |
Wild guess and the only tool he had for overcoming something; if we learned it I didn't remember :)
GM Lorenzo |
Well done, team. I reported the success to the Overseer GM.
Let's catch our breath, and I'll update Gameplay in the morning.
GM Lorenzo |
Sir Hendric, do you want to attempt the STR check to weaken the physical structure? Sentry might be able to lend some aid to the attempt, cowboy.
GM Lorenzo |
Cool. Posting all of the checks in the post will help us move through this 'encounter' and chalk up a few successes for the team and the House.
Some tables have struggled with this one.
Julian Duphin |
Need more investigators.
Is the cursed bite an actual curse? Does someone have remove curse?
GM Lorenzo |
The psoglav special attack's full text:
Cursed Bite (Ex) A psoglav’s bite attack always adds 1-1/2 times its Strength modifier to damage rolls, threatens a critical hit on a roll of 19–20, and is considered to be magic and cold iron for the purpose of overcoming damage reduction. The damage from a psoglav’s bite doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature bitten by a psoglav must succeed at a DC 24 caster level check or the healing has no effect. When a psoglav bites an object, its bite treats the object as having a hardness of 5 less than the object’s actual hardness rating.
Not specifically called out as a curse, despite the name.
Peter Zarr |
Our inquisitor probably has the highest caster level. If you cast cure spells on yourself, I can aid another automatically thanks to my divine strategist archetype for an additional plus 2 to overcome the 24.
Bristor Gwin |
Sadly the only heal spell i have is heal and I hate to waste it on 30 hp. Sounds like Arch can try on Greater Infernal Healing, but that can't benefit from your ability.
Archaememnon |
My CL is 15, so I've got a 50/50 shot to hit that.
Bristor Gwin |
Too bad you already blew your reroll ;)