Ohrmizd |
Enjoy your well deserved time Kulko! :)
If the thing is stunned Heshan's 10 might have hit depending on its natural armor, if it is blinded too, maybe even Ohrmizd 9 hit, as he will have no Dex and -2 from stunned, and -2 from blinded and -1 from size, his AC is likely 5 + natural armor.
Heshan, if you see this message before the GM, I would suggest you include a damage roll for previous round with this round attack.
Ohrmizd |
Good afternoon! I am around!
Just waiting for Heshan's round of actions. I am sorry if I confused you with my previous post.
Ohrmizd |
Also, it is a full round action, so Heshan could not draw the quarterstaff (move action) as he was using the crossbow before, then approach (move action) and CDG (full-action).
But I guess it is ok if we move on with it as the vulture was in a bad condition already.
Ohrmizd |
As for the upper works of the chapel: Let's skip that b+*$+!%% balcony, rafters, and whatnot no one knows how it is properly meant. For now it is just a floor of its own, with a floor that might break and send you down. Entrance is the ladder at A2a and leads to A3a.
xD
So are we done? Shall we look after the princess?
Perhaps I suggest we make a conscious search around all the monastery (some kind of overall take 20 or something, or you just make a few rolls for us if you do not like take 10/20 mechanics) to make sure we did not left any danger before the caravan moves in.
Ohrmizd |
Ok, I understand now!
Ohrmizd |
My fear to go up is because using our ranged weapons is not enough. At some point we will need to walk over the rafters to explore the place.
That said, I just remembered something that might help about how to safe yourself if you fall on ice. So the basic idea is you just crawl. When you walk on 4 extremities you are basically distributing the same weight on 4 different points instead of 2, so you are dividing your weight by 2. If you just drag yourself that is even better as with more points of contact the weight is better distributed.
There is a mechanic in game called crawling that allows you to basically do that. It is very disadvantageous as you move at 5' per move action, generating attacks of opportunity, and as you are prone, you get a -4 to attack in melee and AC (fortunately you get a +4 AC vs ranged which comes handy against the pugwampis).
Another example of crawling on thin ice.
Ohrmizd |
I also thought about crafting a kind of harness with a rope, but the radius of action should be ridiculous or it will not protect against any fall. In the end the idea of walking around tied up to a pillar is probably not any better.
Unless someone comes up with something better, I would like to try out crawling. Ohrmizd does not really need to kill the pugwampis, just force them out of their hiding for the others to do the work. While prone his AC against their bows will be 21, 25 if taking full defense, and if they come to fight him on melee, they will be at Heshan magic and other crossbows mercy.
It has its risks, but what combat does not?
Ohrmizd |
That will work.
But I bet it would not be free. To pull like that you are going to make the structure fall over us isn't it? If the whole chapel does not collapse over us, the wood will probably be enough to kill us.
Are you trying to kill us GM? xD
Besides, Ohrmizd would not like to see the monastery of his god more destroyed that it already is.
Manuun |
@Ohrmizd Where exactly are you standing?
@ Foxy: I assume I am currently stuck upstairs outside the nest as I know of no save way back downstairs? I have put myself at the location Where I assume I will be traing to hide from the Gnolls leaving the nest.
Ohrmizd |
I imagined everyone would wait behind the walls.
Foxy Quickpaw |
"<You either get down here immediately or I am done with you f+$$ers!>" Ohrmizd-gnoll shouts again.
Does a careful approach, a group planned idea, an Intimidate 26, a Disguise 26, spending our highest level scroll and engaged roleplay not honor any kind of reward to have us moving on with this Foxy?
Well, no. Because:
a) One of the pugwampis beat your disguise check with a perception check. I thought about letting that one slip, butb) You did exactly what Dashki told you, would be untypical for Gnolls: Recognize the pugwampis as something useful, and not just as despicable pests you wouldn't want anything to do with.
And that's the point, where I decided, that the other pugwampis believe that one pugwampi who saw, that you're a fake gnoll.
But if you all loathe the remaining pugwampis that much, I can solve that issue deus ex.
Ohrmizd |
I actually thought the disguise was successful because with the distance penalties involved to look from the rafters down they would need to be at 10 feet distance for the 26 Perception to match the 26 Disguise check. At that point they would be close enough to call the mission a success.
About b) I am bewildered because I specially chose very harsh words and verbally treated them as nothing else than pests and standing there without attempting to engage them just like Dashki proposed. Only when they disappeared I had to come up for a reason for them to go down, and I still used all the harsh words I could.
Ohrmizd |
I talked it out with Manuun and he has a plan B to fight and grease the ladder to hamper their retreat if they do not obey, but he is travelling right now and cannot post until a few hours from now.
Manuun |
I am back by now.
PS: Please remember the spellcraft check.
Manuun |
Thanks :-)
Hitpoints:
9 +5 + 1 FC = 16
BAB
+1
Saving Throws:
Reflex +1
Willpower +1
Skills: (6+2 +2BG):
Knowledge Planes +1 +3 Class
Bluff +1 +3 Class
Diplomacy +1 +3 Class
Perception +1
Disable Device +2
Stealth +1
Sense Motive +1 +3 Class
Know Geography +1 +3 Class
Linguistics +1 (--> Ifriit)
Spell Uses
L1: 2+1 = 3
Spells Known:
L0:
tbd
L1:
Tbd
New Abilities
[b]Clever Explorer
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action.
Uncanny Dodge
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. :
A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
@ ALL: I posted my suggested skills and new abilities.
With Soraya gone I invested into the face skills, unless somebody else wants that role.
I am still unsure about my new spells:
L0: Ghost Sound?, Assuming Read magic will be covered by heshan.
L1: Charm Person?, Cause Fear? Sleep?
Ohrmizd |
I am patreon of a guy who makes maps for roleplaying games. Today he released a desert map that I think might be useful for this campaign. I leave it linked here: GoAdventureMaps Rocky Desert map.
Ohrmizd's Charm of Wisdom inquisition power let's him use Wisdom for Bluff, Diplomacy and Intimidate. He is sure going to maximize intimidate and he has ranks enough to take one of the other two or probably both.
Just in case you prefer to safe some ranks for something else.
As about spells, ghost sound can be interesting at this level to lure the curiosity of guards (would had been useful against the pugis I think). And both Cause Fear and Sleep are very powerful at this level. I usually favor sleep, because it is an area spell, but you have to swap it to something else once you hit level 4. Cause fear you can carry it up until level 6. At that point you want to swap it too.
One of my favorite level 1 spells is saving finale, and although you can only use it in yourself in your case, I think it is still pretty worth (maybe for a later swap).
Other spells to consider:
ear-piercing scream: good against arcane casters and rogues (not many bard spells target Fort saves)
cure light wounds: once you start not to spend all your level 1 spells daily, you will like to have this to swap for healing
silent image: can make a lot of great stuff if you get creative, from an illusory fog cloud, to a sudden wall, a tricky spell that can be very fun with the correct group and adventure
vanish: cheap invisibility (probably not useful until at least level 3 or 4)
protection from evil: your go-to save against mental control effects. I cannot count how many companions I have saved with this one. And at low levels the deflection and resistance against evil creatures is useful too.
Ohrmizd |
Level 2
HP +8
Class features
cunning initiative Ohrmizd Initiative improves by +2 GM
detect alignment
track
New cantrips detect poison
New spells disguise self
Skills
Bluff
Diplomacy
Heal
Intimidate
K. arcana
K. dungeoneering
Perception
Stealth
Survival
Background skills
K. history
Linguistics (Ignan)
Manuun |
Wow you also get a lot fo skills. Looks like kNowledge will never be our problem. But shouldnt you also take Knowledge Religion? There were quite a few checks and Soraya is gone.
If you go Diplo than I save a few points there and invest in Climb and Acrobatics to be able to handle problems like the upper store better. Also For Now I think I take gnoll as a language. It might be needed when I want to use Ghost sound. And since I can probably take Linguitics as a BG every level Ignan should be there long before I need it.
Ohrmizd |
Ohrmizd has already a rank in religion. All his knowledges are at 1 rank only. Once I have finished dipping on all his class skills I will maximize religion too ;)
Manuun |
@Heshan Dont you think other skills are more benefitial (spellcraft?) instead of doubling on Diplo? I understand on wanting to fill out your class skills but I think it shoudl not use too many of your limited points.
Manuun |
@ Both: I think we only get half rounded up for our Hit Points.
Foxy Quickpaw |
Hi. How about we take up another character? As Tahlumilali and Lofnaiali are not around at the moment, and someone who wasn't considered from recruitment is still interested, I thought I'd ask.
It's Gnasher.
Manuun |
Agree about the need for another character.
But I think to be a member of our illustrous group he needs to proof his worth and frust resistance first by going out there and fighting against a couple of pugwampi. I think three pelts should be fine.
Manuun |
Thats cheating :-). Mabe you could think up a different but equally frustrating encounter for him?
Manuun |
I dont think we can do that to Ohrmizd. Looks like he got lucky.
Manuun |
Here is the final version of my upgrade
Hitpoints:
9 + 5 + 1 FC = 16
BAB
+1
Saving Throws:
Reflex +1
Willpower +1
Skills: (6+2 +2BG):
Knowledge Planes +1 +3 Class
Climb +1
Acrobatics +1
Perception +1
Disable Device +2
Knowledge Local +1 +3 Class
Sense Motive +1 +3 Class
Know Geography +1 +3 Class
Linguistics +1 (--> Gnoll)
Spell Uses
L1: 2+1 = 3
Spells Known:
L0:
Ghost Sound
L1:
Cause Fear
New Abilities
[b]Clever Explorer
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action.
Uncanny Dodge
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. :
A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Ohrmizd |
Although it pains me to say this because they both seem beautiful people, there is no way to play a long adventure with a single post every two weeks (or every three days for that matter). It really derails the engaging pace. I am happy to look for a solution to improve our game.
It seems you also have a player who has not posted since 27th of May at the other table. I would not mind merging both tables. Nor would I mind going forward with just the 3 of us if you prefer to wait for more drops.
If you prefer running two groups, I am happy for Robert Henry joining us.
I am concerned though about adding a gnoll to the campaign though. I mean, Paizo don't even consider them a playable race, I could not even find the rules on how to build a gnoll player character. The whole adventure seems to be about killing gnolls, some of us we have stories of grudge against gnolls in our backgrounds to justify that. That's it, if it was awkward and suspicious the scene where we met Heshan, the one that justifies adding a gnoll has to be exceptional or it will end very bad very soon xD
Even then, once we have to walk into civilization, it is going to be tough walking around with someone that is perceived as a reckless slaver and evil at first sight. Some of the premises the AP works with, may well fail at some points and derail the adventure unless we are all very lenient and handwave the implications of what being a gnoll in Katapesh means.
We can work it out but it would be problematic at the least.
Just my two cents.
Foxy Quickpaw |
Gnoll stats for PCs is on page 225 of the ARG.
For civilization there are several options:
1) Put him on a leash and tell people it's your oversized pet chihuahua
2) Use disguise magic
3) Use non magic disguises, like a hooded cloak
The main issue I see here is the entrance. The party would kill a gnoll on sight. As that's what's written in the job description.
Probably some kind of "The enemy of my enemy is my friend." would work best. As the next part is going to Kelmarene, where the gnolls are, there will for sure be an option for that.
And I will cook up some social repercussions for being gnoll, to give the real gnoll experince. :P
I'll tell him to come to discussion.
'Gnasher' Red Claw |
Thank you for the invite Foxy,
Let me take a second to introduce myself, I've been playing on the board for six years now, I try to stay in around ten games so I'm not spread too thin, I will check the boards several times a day. I normally play good characters, Gnasher is neutral. I created Gnasher over four years ago, wanting to play a character that could embrace the abyssal bloodline. He's started LoF twice, never getting past the temple.
Agree about the need for another character.
But I think to be a member of our illustrious group he needs to proof his worth and frust resistance first by going out there and fighting against a couple of pugwampi. I think three pelts should be fine.
Sadly Manuun, since Gnasher was raised by humans, the GM did not recognize the Gnoll immunity, so hijinks did ensue.
I am concerned though about adding a gnoll to the campaign though. I mean, Paizo don't even consider them a playable race, I could not even find the rules on how to build a gnoll player character. The whole adventure seems to be about killing gnolls, some of us we have stories of grudge against gnolls in our backgrounds to justify that. That's it, if it was awkward and suspicious the scene where we met Heshan, the one that justifies adding a gnoll has to be exceptional or it will end very bad very soon xD
Even then, once we have to walk into civilization, it is going to be tough walking around with someone that is perceived as a reckless slaver and evil at first sight. Some of the premises the AP works with, may well fail at some points and derail the adventure unless we are all very lenient and handwave the implications of what being a gnoll in Katapesh means.
We can work it out but it would be problematic at the least.
Just my two cents.
Ohrmizd your points are super valid. Foxy pointed out where the build is at, in the ARG, so I won't address it. What makes this AP special for Gnasher is that it's set in Katapesh one of the few, if not the only, country where gnolls aren't put to death instantly. Gnasher wouldn't work in any other AP. Also, if we are outside of Katapesh, he may need a collar or cloak. If we are walking through civilization in Katapesh couldn't he be perceived as a guard as long as he defers to the humans?
It would have been better if he had been with you from the start, so you could have worked with him a little. He was raised by a human merchant with a letter of recommendation for the job. Not that any of you would know that. but feel free to read his backstory, just to see where he's coming from as a character.
Foxy would it be possible that some of the party may have seen him applying for the job? My assumption is that knowing you were going to Kemarene to fight against the gnolls that he would have desired to help in some way.
edit I see the group is at 2nd level, should I adjust or wait?
Ohrmizd |
No worries, we will find the way to make Gnasher work in the team and help him become a memorable character.
Ohrmizd background was that he was slaved at an early age by gnolls, his family kidnapped as well or dead (he still does not know what happened to them), then released as a slave to the owner of a tapestry workshop. All irrational hate against gnolls.
That could seem as irreconcilable with gnolls. But I can make a twist to it. What if there was one gnoll that was 'average fine' for a slaver to him? I do not know how old is Gnasher, but if he is slightly older than Ohrmizd, he could have been in the tribe that slaved him. He could have been nice with him, perhaps saving him in one occasion. That would be enough to turn Ohrmizd kills gnoll at first glance to Ohrmizd remembers that specific gnoll and is willing to protect him.
Also, being a follower of Sarenrae, Ohrmizd believes in mercy and second chances. So, if the gnoll is repented for participating on slavery trading in the past, Ohrmizd will sure give him the opportunity to fix up stuff.
Finally, about how to bring up Gnasher... a good way alternatively could be for Gnasher to be a prisoner of the group convinced/forced to reveal where the gnoll forces are and work up a relationship with him as they discover about the treason in their background (see stories like Skif). But on a game, it is very bad to have this built-in hierarchy relationships where a player is a prisoner/slave of other player. Pass.
Maybe Garavel could just came up with this by himself. He can say he has been looking for someone that knows about gnolls and their territory, that he found a gnoll that want to avenge himself against common enemies, and call out the party to work with him. I think that is the best solution, because it avoids the 'fight at first sight' problem and Garavel has a command on the party and thus his word will be respected by everyone if he tells the party to work with the gnoll (he was the one giving the order to kill gnolls in the first place, so adding 'but not this gnoll' is probably all we need).
Hope that helps.
Welcome in Gnasher!