GM supervillan's Godsmouth Heresy [Menagerie] (Inactive)

Game Master supervillan

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The Waking Rune

For all ooc chat.

Please let me have the usual details here:

Player name
Character name
PFS number
Faction
Day job
Slow track?

The Concordance

Male LG follower of Irori | Tiefling | Outsider (Native) | Spiritualist 1, Paladin 2 | Resistance Fire 5, Cold 5, Elec. 5 | HP 33/33 | AC 19 T 8 FF 19 | CMB + 5 | CMD 13 | F: +12, R: +2, W: +7 | Init: +4 | Perc: +2, NOW: Perc: +4 | Smite 1/1 | Lay on hands 1/5 | Reroll 1/1 | Darkvision | Speed 20ft / 30 ft charge | Active conditions: ear clear

Thanks a lot GM!

Player name noral
Character name Djahan Ruuh
PFS number 314670-26
Faction Concordance
Day job none
Slow track?

Not slow

Silver Crusade

AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard:
Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1
Sorcerer:
Magic Missile {CL 3} 2/3

Player name: TriShadow
Character name: Demm tad-draguni (Blood of Dragons)
PFS number: 151777-25
Faction: Silver Crusade
Day job: Food Critic: 1d20 + 4 ⇒ (7) + 4 = 11 I may use a reroll if available.
Slow track?: Nope

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

Player Name: Lady Ladile
Character Name: Tsamara
PFS Number: 192133 - 19
Faction: Grand Lodge
Day Job: None
Slow Track?: No

Will try to make sure she's all ready to go soon; got a little shopping to do first :)


The Waking Rune

Whenever you guys are ready you can make a gameplay post, perhaps explaining how you come to be in Kaer Maga? Maybe you traveled with Aurora and the Gearwright brothers to escape the prejudices of Ilsurian? Or you might have made your own way to the City of Strangers.

I will link in the Pathfinder Society to the mission introduction.

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

Player name: Tim M (Blake's Tiger)
Character name Onye Dawon
PFS number 230524-43
Faction Concordance of Elements
Day job N/A
Slow track? Yes, Slow

Onye has Martial Flexibility from Brawler, and I favor using Dedicated Adversary when I can.

Onye has the medium's spirit ability, spirit surge, and lesser spirit power from the Prowler at World's End Bloodrager archetype.

He is also very poor right now. Like absurdly poor. So if I am going to need to spend money in this module, let me know now and I'll un-buy my very expensive new weapon. :)

Grand Lodge

Male Human NG Ranger / 2nd | HP:17/22 | AC:18 T:14 FF:14 | CMB:4 CMD:18 | F:+5 R:+7 W:+1 | Init:+6 | Per: +6

Player's Name: Otha
Character's Name: Gardol
Faction: Grand Lodge
PFS #: 239913-4
XP TRACK: Normal
Day Job roll: N/A

I miscalculated; Gardol is level 3 and I need to update him (haven’t played him in a while). Is that OK?


The Waking Rune

Level 3 is too high Otha. This is tier 1-2. You can make a brand new character of course. If you do then I encourage the use of weird and wonderful race boons, but it's not mandatory :)

Onwe, no need for lots of shopping here. This is a module suitable for level 1 PCs (though I think some encounters would be very difficult for a party comprised solely of neophytes).

Grand Lodge

Male

Still creating my new PC...should be done tomorrow...

The Concordance

Male LG follower of Irori | Tiefling | Outsider (Native) | Spiritualist 1, Paladin 2 | Resistance Fire 5, Cold 5, Elec. 5 | HP 33/33 | AC 19 T 8 FF 19 | CMB + 5 | CMD 13 | F: +12, R: +2, W: +7 | Init: +4 | Perc: +2, NOW: Perc: +4 | Smite 1/1 | Lay on hands 1/5 | Reroll 1/1 | Darkvision | Speed 20ft / 30 ft charge | Active conditions: ear clear

My character is complete.


Medium Male LG Outsider | Phantom 1 | Anger Emotional Focus | Hero-God Guardian | DR 5/Slashing | HP 8/8 | AC 15 T 9 FF 19 | CMB +3 | CMD 14 | F: +3, R: +1, W: +2 | Init: +1 | Perc: +4 | Darkvision | Speed 30 ft | Active conditions: None.

As is his Phantom.

Grand Lodge

Male

Almost got my android ready now...will post introduction tomorrow...


The Waking Rune

Aurora and Demm will be fun together :D

Grand Lodge

Male Android Ranger / 3rd | HP:30/30 | AC:17 T:14 FF:13 | CMB:5 CMD:19 | F:+5 (+4 paralysis/poison/stun) R:+7 W:+3 (+4 mind effects)| Init:+6 | Per: +10

Player's Name: Otha
Character's Name: Data-007
Faction: Grand Lodge
PFS #: 239913-12
XP TRACK: Normal
Day Job roll: N/A

Still have to apply his GM credit and make a couple of purchases...

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

I need to read the catfolk article about 5 more times to hammer down Onye's true origins within published lore.

...and I've got to figure out how to make him in PF2.


The Waking Rune

Where is the catfolk article? I don't think I've read it at all.


The Waking Rune

I've added a marching order slide (slide 3), please populate it with your tokens.

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

I placed Onye in front, but since he also has a reach weapon, can move him back one if someone wants to be in front of him.

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
GM supervillan wrote:
Where is the catfolk article? I don't think I've read it at all.

PF2 Extinction Curse AP Book 2.

Grand Lodge

HP: 25/25 l AC: 17, T 14, FF 13 l CMD 19 l F +5, R +6, W +1 I Init +4 l Senses: Perception +1 I Male NG Human Fighter (Spear Fighter) 3 I Active Conditions:

Player's Name: DarkMagusX
Character's Name: Felix Lucius Quirinus (Felix)
Faction: Grand Lodge
PFS #: 2394596-01
XP TRACK: Normal
Day Job roll: N/A

Sorry for the delay! Might not have a day job in-character but the one in real life is sometimes unforgiving. Should be good to go!

The Concordance

Male LG follower of Irori | Tiefling | Outsider (Native) | Spiritualist 1, Paladin 2 | Resistance Fire 5, Cold 5, Elec. 5 | HP 33/33 | AC 19 T 8 FF 19 | CMB + 5 | CMD 13 | F: +12, R: +2, W: +7 | Init: +4 | Perc: +2, NOW: Perc: +4 | Smite 1/1 | Lay on hands 1/5 | Reroll 1/1 | Darkvision | Speed 20ft / 30 ft charge | Active conditions: ear clear

Welcome!!

;-)


The Waking Rune

The gang's all here, let's get on with the show :)

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
Quote:
Cryptsmistress Valanthe Nerissia

Brain read the surname as Neisseria the first time through...

Grand Lodge

1 person marked this as a favorite.
HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)
Onye Dawon wrote:
Quote:
Cryptsmistress Valanthe Nerissia
Brain read the surname as Neisseria the first time through...

That's one of the brothel madams.

Silver Crusade

AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard:
Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1
Sorcerer:
Magic Missile {CL 3} 2/3

Still trying to get a feel for Demm here. Forgive me if I am coming off as rude. It is not the player.


The Waking Rune
sarcastic kobold wrote:
"Yes, yes. It am end of the world. Where am we going?"

I think he's quite funny :)

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

Not bothering me in the least, Demm :)

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

Not that he has any money, but he already has holy water, so he's ready. :)

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

Tsamara will purchase the following:

Cloak of Resistance +1
Alchemist's Fire x2
Alkali Flask x2
Holy Water x2


The Waking Rune

Phantom scouting, relevant texts:

Etheric Tether (Spiritualist Class Feature):
If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

Link (Phantom ability):
Link (Su): A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time.

What these features mean is that Djahan needs to maintain line of effect to his phantom; line of effect can be broken for 1 round at a time, but any more than that and the phantom goes back to the ethereal. The phantom and Djahan can communicate with each other at any time as long as they are on the same plane, which will allow the phantom to tell Djahan what it sees.

The phantom potentially gives you a big advantage in terms of scouting, but it's also possible that if it goes ghosting ahead it will trigger encounters and initiative will begin without the party knowing what's going on.

In practice we're going to need to establish some sort of Standard Operating Procedure for exploration - does someone go ahead, does the phantom go ahead, etc. I encourage this with all PbP dungeon crawls though.

The Concordance

Male LG follower of Irori | Tiefling | Outsider (Native) | Spiritualist 1, Paladin 2 | Resistance Fire 5, Cold 5, Elec. 5 | HP 33/33 | AC 19 T 8 FF 19 | CMB + 5 | CMD 13 | F: +12, R: +2, W: +7 | Init: +4 | Perc: +2, NOW: Perc: +4 | Smite 1/1 | Lay on hands 1/5 | Reroll 1/1 | Darkvision | Speed 20ft / 30 ft charge | Active conditions: ear clear

Thanks GM!

That is exactly the reason I was mentioning this.

Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

Especially because line of effect can only be broken for 1 round that means that the phantom can only go through a wall and come back with a double move and then report what it saw.

The group that saw the phantom can then of course buff and prepare. Initiative would then be rolled when the groups really encounter each other, right? Or that depends on how long the time difference is?


The Waking Rune

It depends ;)

Initiative is rolled "at the start of battle" (core rulebook p178); assuming that you're not sending the phantom to attack but to scout ahead, combat will only begin if it's detected by a hostile creature - that will trigger initiative. If the phantom is detected halfway through a 'move through the door and come back' out-of-combat move action what happens?

We roll initiative - the phantom is a party member and has encountered a hostile. It will almost certainly need to use its action to get back within line of effect to Djahan, or Djahan will need to take actions to achieve the same. The 1 round of 'away time' strictly speaking starts from when line of effect is broken, and if that's the same time that initiative is triggered then you've got till the end of Combat Round 1 to get back.

If the phantom doesn't encounter any hostiles - even if there are other creatures - then we don't roll initiative.

This may create encounters that begin with the party on one side of a wall or a locked door and hostiles on the other. That's ok. Sometimes one side or the other will open the door. Sometimes neither side will be able to get to the other, and "combat" won't last very long.

If strange cases come up as we go we can discuss them here.

The Concordance

Male LG follower of Irori | Tiefling | Outsider (Native) | Spiritualist 1, Paladin 2 | Resistance Fire 5, Cold 5, Elec. 5 | HP 33/33 | AC 19 T 8 FF 19 | CMB + 5 | CMD 13 | F: +12, R: +2, W: +7 | Init: +4 | Perc: +2, NOW: Perc: +4 | Smite 1/1 | Lay on hands 1/5 | Reroll 1/1 | Darkvision | Speed 20ft / 30 ft charge | Active conditions: ear clear

Totally makes sense! Thanks GM.

So is it ok for the rest of the team to let the phantom scout ahead into rooms or does anyone have objections?

Silver Crusade

AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard:
Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1
Sorcerer:
Magic Missile {CL 3} 2/3

Fine by me.

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

I'm good with it.

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

As a force effect, I think the mage armor would confine the incorporeal phantom and prevent phase lurching.

The Concordance

Male LG follower of Irori | Tiefling | Outsider (Native) | Spiritualist 1, Paladin 2 | Resistance Fire 5, Cold 5, Elec. 5 | HP 33/33 | AC 19 T 8 FF 19 | CMB + 5 | CMD 13 | F: +12, R: +2, W: +7 | Init: +4 | Perc: +2, NOW: Perc: +4 | Smite 1/1 | Lay on hands 1/5 | Reroll 1/1 | Darkvision | Speed 20ft / 30 ft charge | Active conditions: ear clear

I think it works on the ectoplasmic phantom and would not prevent phase lurching but it would confine the incorporeal phantom indeed.

Silver Crusade

AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard:
Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1
Sorcerer:
Magic Missile {CL 3} 2/3

I wasn't really certain how it would work. If a wizard is under the effects of Mage Armor, aren't they are still able to cast and be affected by spells like Blink and Ethereal Jaunt? I guess more research on the boards is needed. Better to have these things figured out now than in the middle of some dire situation.


The Waking Rune

I had a brief look earlier. Mainly very old threads on the Rules board, and mainly (from what I saw) concluding that mage armour does not prevent incorporeal movement through objects.

I know of a certain tier 7-11 scenario featuring an incorporeal enemy who has mage armour and shield spells up at the start of combat. The (very detailed) combat notes for the encounter do not suggest that the enemy is prevented from moving through walls or floors - and indeed I had them do that when I ran the scenario.

The particular rule for incorporeals (the Universal Monster Ability) says that an incorporeal can pass through solid objects (but must remain adjacent to the object's exterior) and cannot pass through force effects. I don't see anything in that rule that leads me to conclude that an incorporeal "wearing" a force effect can't use its ability to pass through a solid object.

I also like Demm's reasoning.

Gameplay update coming this evening btw.

The Concordance

Male LG follower of Irori | Tiefling | Outsider (Native) | Spiritualist 1, Paladin 2 | Resistance Fire 5, Cold 5, Elec. 5 | HP 33/33 | AC 19 T 8 FF 19 | CMB + 5 | CMD 13 | F: +12, R: +2, W: +7 | Init: +4 | Perc: +2, NOW: Perc: +4 | Smite 1/1 | Lay on hands 1/5 | Reroll 1/1 | Darkvision | Speed 20ft / 30 ft charge | Active conditions: ear clear

Okay! Thanks a lot!


The Waking Rune

Well, Luminous Form is pretty difficult to adjudicate in conjunction with magical darkness.

Luminous Form is Supernatural, so it's magical in nature. But the equivalent lights mentioned in the description are all mundane and there's no equivalent spell levels, so I don't think it can counter/dispel any kind of magical darkness.

I'll update Gameplay tomorrow, gotta get some sleep now :)

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
GM Supervillan wrote:
No enemy is yet apparent.
Demm wrote:
Plus, I have not seen a description or had a chance to roll Perception. But when I can...

I don't think there is anything to see, but nobody without darkvision knows that those with darkvision can't see anything either.

But Demm is talking smack in a stressful situation, so he's reaping the rewards.

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)
GM supervillan wrote:

Well, Luminous Form is pretty difficult to adjudicate in conjunction with magical darkness.

Luminous Form is Supernatural, so it's magical in nature. But the equivalent lights mentioned in the description are all mundane and there's no equivalent spell levels, so I don't think it can counter/dispel any kind of magical darkness.

That's fine, figured it was worth a shot :)

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

I think that was the last of the darkvisioners so I’ll have to bust out some limited use stuff in a minute.


The Waking Rune

Data has darkvision, but hitting the creature with an arrow when it is so far up a spiral stair is a big ask.


The Waking Rune
Onye wrote:
Tactical Talk: If he knew that space between Tsmara and Djahan was free, I would move him there. If he had known that space was free, he wouldn't have had to waste time climbing.

Given that the stairs are difficult terrain, walking up them would be no faster than your 15' climb speed.

Whenever you want to co-ordinate positions, feel free to use this Discussion thread or the Discord chat to do so - just as you might discuss around a face to face table.

I do love the imagery of a snarling catfolk climbing up the walls though :)

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
Quote:
Whenever you want to co-ordinate positions, feel free to use this Discussion thread or the Discord chat to do so

For the others' benefit: I will see any coordination posts markedly faster in the Discussion thread.

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

Might be a moot point with Data's attack but tried to call out that the space behind Tsamara is free.


The Waking Rune

I love that we made 128 Gameplay posts before the first encounter, and we haven't even made it to the first room of the "dungeon" yet!

Who says you can't do roleplay on a dungeon-crawl huh?

Seriously you guys are great to pbp with :)


The Waking Rune
Data wrote:
Not sure I know what improved cover is...unless it's cover + soft cover...but does Data's Deadeye Bowman trait help with that at all? If not, I need to quit firing...
Improved Cover, core rulebook p.195 wrote:
Improved Cover: In some cases, such as attacking a target hiding behind an arrowslit, cover may provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Stealth checks.

Short answer, +8AC.

You're firing up a spiral staircase. The only way you might see a part of the darkmantle at all is if a tentacle goes over the side.

A nat 20 will still hit - but you may need to conserve arrows.

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