At the Foothills of Leng - GM Assembler's Rise of the Runelords

Game Master DM DoctorEvil

Book 1: Burnt Offerings
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Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Don't forget, if we need to keep her held,

Quote:
If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds.


Erridon (Ari) Investigator/Questioner 2 | HP: 3/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 2/5 per day

14 damage didn't finish the quasit? I thought it was almost dead!


Female Tiefling Fighter 2 | HP: 12/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Fast healing and damage reduction


Erridon (Ari) Investigator/Questioner 2 | HP: 3/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 2/5 per day

A paladin's smite bypasses DR.

I was just hoping!!!!


Female Tiefling Fighter 2 | HP: 12/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

Just to be clear, I'm going off of the GM's descriptions. I don't remember what the quasit can do off the top of my head.

Honestly, it's the fast healing that saved the quasit. It undid what we had done, but with Garen able to bypass its DR, I don't think our demonic miniboss is long for this world.

After this fight's over, I think we're going to need a minute to get back on our feet. Izzy's the only one that hasn't been hurt, and I know Tot is going to be trying to process some things, which can be spoilered if we want to move on to exploring the rest of this dungeon.


Erridon (Ari) Investigator/Questioner 2 | HP: 3/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 2/5 per day

I agree. And Ari has some things to think about. He doesn’t know how the blast of wind happened. But he hasn’t noticed yet that the breeze that always surrounds him is gone. Too much happening for him to notice little details. He might think that Sarenrae did something to cause it….


The quasit has 30+hP, and it does have fast healing 2, so it was barely hurt before the smite. It is now though...


Erridon (Ari) Investigator/Questioner 2 | HP: 3/15 | AC: 14 T:14, FF:10 +2 AC vs non-magical ranged attacks | Init: +10 | Fort +1, Ref +7, Will +4 | CMB +1; CMD 15 | Disable Device: +10, Know-Arcana/History +9 - All others +8, Perception: +7, Sense Motive +6, Stealth +13, UMD +8, Linguistics +7 | Spell Slots: 3/3, Inspiration: 2/5 per day

Ah. Sorry then. Don't know why, but I was thinking that it was almost dead. I re-read the thread and it's just me that's almost dead....

Help me with the grapple rules please as I've never really understood them well. Was my turn just trying to maintain the grapple? Or is the next step "pinning" my opponent? And is there a difference?


Female Tiefling Fighter 2 | HP: 12/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

There was a really nice flow chart for the grapple rules, but it looks like it might be dead now.

If I remember things right, if you maintain the grapple, then you can pin on your turn, so I think Ari can just declare he's pinning the quasit.

I'll see if I can find that chart.

Found it!

And looks like I did remember things right. Ari can just declare he's pinning the quasit.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Once you make your control roll you can also inflict damage but that would be pretty useless here with her DR. Instead of pinning you could try to move her. As it is, I thinking pinning her underwater would be best. Nothing in the rules say demons don't breathe.


Female Tiefling Fighter 2 | HP: 12/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

That could take a while. Creatures can hold their breath for a number of rounds equal to two or three times their Con score.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

It's just extra.


Per the boards, many who have defeated the quasit here, have drowned her using the same method.


Female Tiefling Fighter 2 | HP: 12/21, NL: 0 | AC: 21/14/17 (w/o Shield: 19/14/15), CMD: 19/15, CMB: +5 | Resist: Cold 5, Electricity 5, Fire 5 | F+4 R +3 W+2 (+1 v. Fear) | Per: +8 (Darkvision 60 ft., +1 v. Giants) | Init: +3 | Arrows: 19

True, and it would keep it from casting spells, which is something I hadn't considered.

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