
|  Wizard of the Coast | 
 
	
 
                
                
              
            
            sorry for not posting. had surgery yesterday. hard to type and format one handed. kel can cast darkvision scrolls as needed. will try to make a rp post later, if i can.

| GM PDK | 
 
	
 
                
                
              
            
            O_O please see to your recovery first! we can take a few days off until this weekend actually, since this game is not associated with Outpost III and can be done on its own time. Please do not strain yourself!

|  Wizard of the Coast | 
 
	
 
                
                
              
            
            I'm much better today and can type with both hands now (couldn't reach the computer with both yesterday)... no need to put the game on hold for me.. but thanks... not straining now though my posts may be a bit shorter for a while.

|  Wizard of the Coast | 
 
	
 
                
                
              
            
            LOL, great link, Mal!

|  Wizard of the Coast | 
 
	
 
                
                
              
            
            Ah... thanks for clarifying, GM, didn't realize that was the result of my ID roll.. I thought that was just a description of them... I guess I failed to recognize what they are...

| GM PDK | 
 
	
 
                
                
              
            
            Not sure if Sahess is still with us. Will not bot her into round 4 that's for sure... I'm going to assume she dropped this game if she doesn't post this weekend.

|  Sahess | 
 
	
 
                
                
              
            
            I have dropped. My apologies. Real life has just beat the crap out of me. I had intended to send you a message.

|  Thrag | 
 
	
 
                
                
              
            
            Point me at a target and I'll put up some arrows, but I'm pretty limited. Annoyed at myself because I usually drop a couple prestige on a potion of remove blindness/deafness, but apparently not on Thrag.

|  Wizard of the Coast | 
 
	
 
                
                
              
            
            Sorry to hear you are leaving us Sahess... didn't even really get a chance to get to know you... Hope life calms for you from here on... take care and good gaming.

| GM PDK | 
 
	
 
                
                
              
            
            Take care Sahess. Hopefully things get back to normal before the end of the YEAR... my last remote meeting with work revealed that management is not thinking of letting us in our office before October... and even then, only if at that time, the amount of new cases per day is nil...

|  Dora D Asplora | 
 
	
 
                
                
              
            
            Going camping tomorrow through Sunday. I may not have access to wifi/cellular. BOT Dora as needed...she will restart singing to inspire.

|  Mal 001 | 
 
	
 
                
                
              
            
            Was Mal Within Kel's protective Aura for the attacks last turn, based on Kel’s movement I think he would have been? It'd have made his AC 3 higher, in addition to its other effects. @GM, my apologies for not updating Mal’s buffline when Kel moved last turn.
Protective aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to anyone within 20 feet.

|  Mal 001 | 
 
	
 
                
                
              
            
            I thought they were melee touch attacks?
If they were Mal's melee touch AC against the first attack would have been 39 because of crane wing (noted with the +4 vs melee), and if the first attack was a miss, that would have triggered crane riposte and snake Fang.
He still would have been hit by the second attack (without crane wing and melee touch AC of 35), but wouldn't that leave him still conscious to take his turn? (at 12 hp instead of -9).

| GM PDK | 
 
	
 
                
                
              
            
            Sorry but I couldn't see that from your "T32" header... both were melee touch attacks that hit your T32+4 instructions, so let's leave it as is for now and perhaps provide instructions in your next post?
Tell you what, how about you devise a solution for your current predicament? fly spell brings you back down to the ground, but we have a teaching moment here showing a flaw in your character's protocols. Let me know how Mal normally deals with dying in the flying carpet at altitude and we'll work on something.

| GM PDK | 
 
	
 
                
                
              
            
            @everyone: use the discussion thread to coordinate your actions and plan a little bit as some of the next actions will be critical for GlaubeMal and perhaps others. (evil GM prediction based on what these critters have for SLAs...)

| GM PDK | 
 
	
 
                
                
              
            
            @Mal: put those reactions like Crane Riposte in a spoiler at the bottom of your post please (the same way Swashbucklers do with Opportune Parry and Riposte). Thanks.

|  Mal 001 | 
 
	
 
                
                
              
            
            Mal didn't fight defensively this round, but would something like this at the bottom of his turns be appropriate?
Mal Fought defensively this turn, so his AC vs melee attacks is 4 higher due to crane wing, unless an attack is within 4 of the improved AC. If this is the case, per Crane Riposte this provokes an attack of opportunity, and his AC is no longer improved against melee attacks. Furthermore, if any attack is attempted against him and it misses, it provokes an attack of opportunity per Snake Fang. If this attack hits, Mal can attempt an additional unarmed strike as an immediate action. Mal commonly, but not always takes this immediate action attack. Usually the reason he wouldn't take the immediate action is because he intends to use his swift next round to either fervor cast a spell, activate bane, or extend his reach. Any relevant AoO's are rolled below.
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (20) + 23 + 1 + 3 = 47 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (7) + 12 + 5 + 2 + 3 = 29
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (19) + 23 + 1 + 3 = 46 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (8) + 12 + 5 + 2 + 3 = 30
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (12) + 23 + 1 + 3 = 39 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (8) + 12 + 5 + 2 + 3 = 30
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (15) + 23 + 1 + 3 = 42 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (7) + 12 + 5 + 2 + 3 = 29
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (20) + 23 + 1 + 3 = 47 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (7) + 12 + 5 + 2 + 3 = 29
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (16) + 23 + 1 + 3 = 43 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (7) + 12 + 5 + 2 + 3 = 29
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (15) + 23 + 1 + 3 = 42 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (5) + 12 + 5 + 2 + 3 = 27
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (6) + 23 + 1 + 3 = 33 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (1) + 12 + 5 + 2 + 3 = 23
AoO (crit 19-20),IC, divine favor: 1d20 + 23 + 1 + 3 ⇒ (7) + 23 + 1 + 3 = 34 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (3) + 12 + 5 + 2 + 3 = 25

| GM PDK | 
 
	
 
                
                
              
            
            Oh boy... this is complicated, but I think I get the gist of it. Not sure how to deal with this in PbP though. This character was definitely not intended for PbP friendliness! :)
Questions:
1. Can you have both Crane and Snake styles simultaneously? combat style master lets you choose as a free action (i.e. on your turn) so Crane Riposte would only work for one AoO. You must have Snake Style activated to generate multiple AoOs yes?

|  Mal 001 | 
 
	
 
                
                
              
            
            Yeah, he wasn't played in a PbP until level 12.
He has levels in monk specifically for master of many styles, that let him have two combat styles active simultaneously via fuse style.

| GM PDK | 
 
	
 
                
                
              
            
            So... broken... I don't think the PFS campaign staff really looked at some of these when they approved these options while yet rejecting things like Spell Cartridges... lol

| GM PDK | 
 
	
 
                
                
              
            
            Yes some feats look good on paper but see no application, I hear you. To be realistic though, you'll never roll 9 AoOs in a round, so just put your spoiler tag at the very end of your post not to influence previous rolls and roll maybe 4 of them. Multiple AoOs probably won't happen in this dungeon, but if say you get to roll 2 or 3 by some chance, I may use the 3rd or 4th you listed as immediate action if the fight is close to finish... to speed things up.

| GM PDK | 
 
	
 
                
                
              
            
            So I don't envision a situation you won't fight defensively: go ahead and improve your AC by 4 (including Touch AC) in the header so I don't forget it. also include the decreased value after fwd slash i.e. AC 36/32 T32/28 etc. (is this right? also, not sure if you have shennanigans that carry this +4 to the FF AC value...)
To confirm: after the first attack that misses by 4 or less (but NOT if you're hit, right?) your AC goes down by 4 (and Touch AC) as you will indicate in your header. This generates an AoO. All other attacks which may miss your newly decreased AC generate other AoOs via Snake Style, and if one of your AoO hits, I can apply another attack as an immediate action.

|  Mal 001 | 
 
	
 
                
                
              
            
            So I don't envision a situation you won't fight defensively: go ahead and improve your AC by 4 (including Touch AC) in the header so I don't forget it. also include the decreased value after fwd slash i.e. AC 36/32 T32/28 etc. (is this right? also, not sure if you have shennanigans that carry this +4 to the FF AC value...)
To confirm: after the first attack that misses by 4 or less (but NOT if you're hit, right?) your AC goes down by 4 (and Touch AC) as you will indicate in your header. This generates an AoO. All other attacks which may miss your newly decreased AC generate other AoOs via Snake Style, and if one of your AoO hits, I can apply another attack as an immediate action.
Mal isn't flatfooted at the start of combat per defensive strategist Torag's all about those shields, but if something were to make him flat footed, that is correct.
The first part is correct, per crane riposte and crane wing. All attacks that miss generate AoOs from snake fang, including the first. If we're past the first two rounds of combat (e.g. Mal has reach if desired, and had the opportunity to fervor cast), you're correct you can probably apply another attack as an immediate action, unless things are looking rather bad.
@GM/brother I think Brother also has crane style, wing, and riposte, so besides the AoOs from misses coming from snake fang, he is in a very similar boat and may wish to roll the crane riposte AoO should it come up and/or specify his flowing monk Redirection abilities on misses.
Also @GM, if its ok, since Mal was unable to total defense or fight defensively last round, should he be targeted by an attack, he'll use snake style to attempt to improve his AC as an immediate action(since it can't get worse). He has a +26 sense motive, and I'm happy to roll it now in gameplay (since you asked us to stick to a single post per turn) or you can roll it if Mal is targeted.

|  Wizard of the Coast | 
 
	
 
                
                
              
            
            now my head hurts, lol...
and I want to hide my 11th lvl monk who has NO shenanigans and sucks in comparison, sigh

| GM PDK | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Monks are needlessly complex. They could just up their dmg and AC via stackable feats but noooooo... let's write feats that need a flowchart...

|  Mal 001 | 
 
	
 
                
                
              
            
            @everyone: use the discussion thread to coordinate your actions and plan a little bit as some of the next actions will be critical forGlaubeMal and perhaps others. (evil GM prediction based on what these critters have for SLAs...)
This seems like a good idea. They've chosen to target the invisible inspiring bard, and the sound ceasing from the hallway is certainly ominous...
@GM earlier you asked that we not make multiple posts per turn, but the above suggestion seems counter to that. Is it ok to discuss in character knowledge and make plans here?

|  Mal 001 | 
 
	
 
                
                
              
            
            I'm going to assume its ok to follow the earlier suggestion, so here is an idea.
Thragg can hit like a truck when enabled to full round attack, so lets have brother move above him. Glaube moves two squares below Thragg and readies a standard action for after the DD, and Kel moves below Mal and casts dimension door on the 4 of us.
Thrag [5' elevation Brother]
Kel  [5' elevation Mal]
Glaube
That'd give Thragg and myself full rounds, while putting everyone in a position to be able to act. To enable Thragg to get a full round attack, he'd need to 5' step, so either Dora would have to go prone, or move back (provoking).
Does anyone else have any ideas?

|  Wizard of the Coast | 
 
	
 
                
                
              
            
            Why do we have to leave someone behind?

|  Dora D Asplora | 
 
	
 
                
                
              
            
            Of course Dora knows none of this and probably none of you know where she is at the moment.

|  Wizard of the Coast | 
 
	
 
                
                
              
            
            Sorry Brother Rabbit, with all the side discussions, I didn't realize it hadn't been mentioned in the IC thread... Yes, Kel would have discussed quietly to all of you. Loud enough to be heard, but only just.

|  Mal 001 | 
 
	
 
                
                
              
            
            Assuming Thragg is in the DD, I don't see how Mal can possibly end up positioned within 15' of an enemy from the dimension door to the intersectoin Kel mentioned, so I've just posted his standard action/movement from current position. I'm assuming Kel ends up in the intersection, Thragg directly north of it. Myself standing above Kel, and Glaube/Brother depend on where they end their turn next to Kel.

|  Thrag | 
 
	
 
                
                
              
            
            Well that was a bit to come back to after a busy weekend.
Thrag's a 10 ft reach fighter so you might as well be adjacent while he swings past you.
These last couple fights have shown I need to sit down with Thrag and work on the utility parts of his build. He has the deal damage part down and will pick up Fly twice a day once he levels up, but I can tell he was my first build and sat unused for a while.

|  Thrag | 
 
	
 
                
                
              
            
            If you're first feel free to go first. Thrag has Phalanx Formation to deal with standing behind allies.

|  Glaube Hoffnung Liebe | 
 
	
 
                
                
              
            
            Brother suggested a rest. If we're totally recuperating, I'm happy to take more instances of utilities (like air walk to help with mobility). Dora is currently blind, and I can't resolve that in the current in-game day. Happy to take requests for spells.
As far as tactics:
- Glaube has a Divine Presence aura that forces all enemies in 30' to make a DC 24 will save or be unable to attack. Doesn't work all the time, but in combats with multiple enemies, has been useful to shut down large groups. Especially since new combatants who enter the aura must male the save.
- Glaube also has Antagonize which is a fun way to debuff enemies--especially if it's a single boss/miniboss.
- Glaube is built mostly for healing.
- A a prepared caster, he can have useful abilities. But, only when purposefully preparing.
My 2 CP. :)

|  Mal 001 | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Regarding resting, I leave that to the person effected, Dora. I have no ability to resolve it either. I would say it doesn't feel particularly safe to rest in a necropolis.
Continuing on tactics
Mal is a melee character who has a myriad of already discussed defensive abilities. He primarily uses his magic flying carpet to gain flight, and has trapfinding, a decent perception, and a decent disable device.
From what I've seen, we currently have 3 melee specialists (Thrag, Brother, Mal), Glaube (cleric, primarily built for healing), Dora (support bard) and Kel (Pathfinder Savant conjuration wizard).
Generally speaking I move Mal into a position to melee most combats.
If there is a better course of action for the group, or it'd be better if he didn't do this, please let me know. It seems like most enemies at this level have a bunch of special abilities which make them dangerous at range (Mal took like 70ish damage before he even saw a foe!), so waiting for them to close to us doesn't seem like a good option. The last combat I don't think any of us engaged before round 4 or 5, thanks to the illusion and other effects, and Mal narrowly survived thanks to Kel putting himself in a position to take a full attack. The wall of force certainly shows that at this level we should be very careful about how we position as a party.
The GM requested that we post once a turn in combat, and I'll do my best to do so. This probably means in many combats it'd be wise to wait (in block initiative) for Kel, Dora, and Glaube, because their spells can probably vastly reduce the threat posed by our foes, and in character knowledge shared can make our actions much more effective. I'm a fairly frequest poster, so I'll do my best to hold off on posting my turn until after they go.

|  Dora D Asplora | 
 
	
 
                
                
              
            
            If everyone else is fine, Dora can continue, but probably would re-summon Rusty to ride (even if squeezing, he is faster than her blind move speed).
She can still support the party with songs while blind, so it is at least something. Remove blindness is a lower spell than a full heal, if we do take a rest.
Next chance she gets, she will probably buy a necklace of prayer beads or something for these types of situations.

|  Thrag | 
 
	
 
                
                
              
            
            With Glaube's Heal Thrag is in good shape. Upside/Downside he's something of a one trick pony, smash it with a hammer. He has a back up weapon for fighting at 5 ft, as well as a bow. His archery is fairly limited and now that his potion is gone he doesn't have much for improving his mobility.
Rest or not is mainly up to the casters. Thrag can swing a mean hammer all day and night so he's free to take watch.

|  Wizard of the Coast | 
 
	
 
                
                
              
            
            Kel is still good on most spells, but we need to get Dora's sight back, so it's kind of in Glaube's corner.. at some point tho we will HAVE to rest, because we don't want to suffer from fatigue or exhaustion, those are problems too easy for clever foe to capitalize on.
 
	
 
     
    