Monkeygod's Untitled Campaign

Game Master Monkeygod


101 to 143 of 143 << first < prev | 1 | 2 | 3 | next > last >>

Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Awesome. I will look over Bolvar’s stats and choices so his buffs are actually that, but they won’t push him over by more than a few points.


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)

The three save-boosting ones would come in handy, not sure what my fourth pick should be. Polish would be good, but I don't actually wear armor or carry any weapon or shield. Likewise, Sharpen Weapons won't work for me. Maybe swarm-proofing? I do have a magical robe that I guess could receive the reinforcing it talks about.


Male Archangel of Awesome Paladin of Badassery 20

I realize that the general purpose of the Blacksmith is to work with/on/enhance manufactured items. However, this is such an unusual party(by design and intent) that I'll houserule the buffs can affect natural weapons and/or natural armor/scales.

We'll see if that pushes things too over the top, but I kinda doubt it. Unless there's some crazy interactions I'm missing.


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Made a few changes. Dropped Bolkvar’s unarmored training and replaced it with an armor and shield. Due to comfort, Glamered and blacksmith abilities, his AC remains the same. His ACP also remains 0, so no change there either. It just felt wrong to have a blacksmith who wasn’t wearing armor.

Used his maintenance though on +5 Fort and Will, making them both +30. It’s only 5 over benchmarks, so hopefully it’ll be alright. As always, should anything be out of line I’ll gladly adjust.


Image | HP 318/303 | AC 46 (t29/ff32) | CMD 31 | F +26, R +26, W +25* | perception (see in darkness) +32*, sense motive +32 | +7 initiative | meteors 17/17, borealis 24/24, breach gulf 1/1; dweller 1/1, void 2/2, shooting stars 5/5; channel: 16/16, liberation 20/20, freedom call 20/20; mythic: 7/7 | active effects: contingency, endure elements, fastidiousness, heroes’ feast, nine lives, wind walk

I don’t want to enable our GM too much, but I actually make us immune to TPKs… if I die for any reason (and it sticks), my clone wakes up in my permanent demi-plane; if everyone else is dead too, I can resurrect them (though I’ll expect to be paid back for the material components).


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

At this power level, there are multiple ways to not die when you're killed. (I once made a phoenix character who could self-resurrect twice a day, for example) I doubt that's out of line.


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Feel free to ignore. Just testing out Bolkvar. Sometimes the best way of ensuring that a character is actually put together correctly is a test fight, as it makes me really go through the sheet when using him.:

Kravenkus. The Sky Citadel had been reclaimed due to the efforts of Bolvar, which sounded all well and good on paper. But in reality, it meant blood, sweat and tears being incessantly shed. And Bolvar preferred others to be the ones suffering the latter. Miners seeking to uncover new veins for which the hold could be viable had uncovered something most unsettling. It was a magma dragon. Such dragons were regarded by most other dragons as being dangerously insane, an assumption usually proven correct. Bolvar knew that none but him could stand against it, at least not without having an unacceptable loss of life. Not bothering to hide his arms and armor, the dwarf marched forth. Clad from head to toe in mithril armor that shimmered with runic enchantments, he had his hammer in one hand and shield in the other. Looking every inch a champion of the dwarven race, he decided to forgo any subtlety or stealth. Staring the wyrm in the eye, he challenged it to either leave or to fight.

Bolvar Initiative: 1d20 + 12 ⇒ (11) + 12 = 23
Wyrm Initiative: 1d20 + 3 ⇒ (14) + 3 = 17

Round 1: Bolvar
Throwing the hammer: 1d20 + 28 ⇒ (4) + 28 = 32
Hammer Damage: 1d10 + 1d8 + 54 ⇒ (5) + (3) + 54 = 62
Fire Damage*: 10d8 + 30 ⇒ (3, 2, 5, 3, 6, 2, 2, 2, 3, 6) + 30 = 64

*The dragon is immune to fire. Due to penetrating blast, that is treated as Fire Resist 40. Bolvar ignores 20 points of fire resist. He spends a spell point to ignore 40 points of fire resist.

Dragon Wounds remaining: 391 - 62 - 64 = 265

The battle began with a bang, as Bolvar threw his hammer at the dragon. It impacted with enough strength to collapse a tunnel, causing the dragon to roar in both surprise and pain. It's eyes filled with rage and madness, it turned to the intruder...

Round 1: Dragon
Magma Tomb (Su)
Once per day, a great wyrm magma dragon can spit lava onto a target within 120 feet, dealing damage normally for its breath weapon. This magma cools instantly—it does not continue doing damage at this point but does entrap the victim (DC equals the dragon’s breath weapon save DC, 3d6 minutes, hardness 8, hp 45).
Standard action magma tomb, move action to get within 15ft

DC 31 Ref Save: 1d20 + 25 ⇒ (9) + 25 = 34

The dragon opened its maw and spewed forth a stream of pure magma at the dwarf. Despite his confidence that he could survive such an attack, he saw no reason to put it to the test. The decision to evade proved itself to be the correct one, as the magma instantly hardened. He had little time to celebrate, as the dragon was already advancing upon him.

Round 2: Bolvar

AOO for moving in from the dragon: 1d20 + 37 ⇒ (16) + 37 = 53
Damage: 4d6 + 21 ⇒ (1, 4, 4, 3) + 21 = 33

Hammer: 1d20 + 28 ⇒ (8) + 28 = 36
Pick Highest: 1d20 + 28 ⇒ (2) + 28 = 30

The dwarf moved in, only to find himself caught in the teeth of the dragon, whose exceptional reach proved to be a major advantage.

Round 2: Dragon

+37 (4d6+21/19-20 plus 12 fire), 2 claws +37 (2d8+14/19-20), tail slap +35 (2d8+21), 2 wings +35 (2d6+7)

Bite: 1d20 + 37 ⇒ (1) + 37 = 38
Damage: 4d6 + 21 ⇒ (4, 6, 3, 5) + 21 = 39

Claw: 1d20 + 37 ⇒ (15) + 37 = 52
Damage: 2d8 + 14 ⇒ (7, 5) + 14 = 26

Claw: 1d20 + 37 ⇒ (8) + 37 = 45
Damage: 2d8 + 14 ⇒ (7, 5) + 14 = 26

Tail: 1d20 + 35 ⇒ (14) + 35 = 49
Damage: 2d8 + 21 ⇒ (2, 6) + 21 = 29

Wing: 1d20 + 35 ⇒ (9) + 35 = 44
Damage: 2d6 + 7 ⇒ (5, 5) + 7 = 17

Wing: 1d20 + 35 ⇒ (7) + 35 = 42
Damage: 2d6 + 7 ⇒ (4, 6) + 7 = 17

Bolvar Damage Taken: 33 + 26 + 29 = 88

Round 3: Bolvar
Fast Healing, 81 wounds

The dragon obviously believed the dwarf to be dead, for it had chewed on him, thrown him to the ground, and stomped on him No mortal of such size had ever survived such in the dragon's very long life. To it's surprise, Bolvar rose to his feet, apparently no more than bruised.

Shove Touch attack: 1d20 + 34 ⇒ (17) + 34 = 51
Damage and DC 28 will save or staggered for 2 rounds: 51 = 51

Dragon Fort Save: 1d20 + 25 ⇒ (4) + 25 = 29

Intimidate: 1d20 + 52 ⇒ (10) + 52 = 62
If he exceeds the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter. A DC30Will save negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.: 1d4 ⇒ 2

Swift Action attack if the enemy is demoralized by the intimidate check: 1d20 + 28 ⇒ (1) + 28 = 29

Hammer Hit v FF if enemy shaken: 1d20 + 28 ⇒ (3) + 28 = 31
Pick Highest: 1d20 + 28 ⇒ (1) + 28 = 29

Dragon HP: 265 - 51 = 214

Round 3 Dragon
Casts Fiery Body!

Round 4 Bolvar
Fast Healing, 73 wounds

Shove Touch attack: 1d20 + 34 ⇒ (20) + 34 = 54
Damage and DC 28 will save or staggered for 2 rounds: 51 = 51
Due to fiery body, dragon is immune to crits

Intimidate: 1d20 + 52 ⇒ (19) + 52 = 71
If he exceeds the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter. A DC30 Will save negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.: 1d4 ⇒ 1

Save vs staggered: 1d20 + 25 ⇒ (4) + 25 = 29

Swift Action attack if the enemy is demoralized by the intimidate check: 1d20 + 28 ⇒ (3) + 28 = 31
Damage: 1d10 + 54 ⇒ (6) + 54 = 60

Hammer Hit v FF if enemy shaken: 1d20 + 28 ⇒ (1) + 28 = 29
Pick Highest: 1d20 + 28 ⇒ (19) + 28 = 47
Hammer Damage: 1d10 + 54 ⇒ (8) + 54 = 62
Fire Damage with SP to turn fire resist 40 into nothing: 10d8 + 30 ⇒ (6, 6, 6, 6, 3, 2, 4, 4, 2, 5) + 30 = 74

74 fire damage done, reduced to 50 damage. And 24 is healed! So only 30 damage taken from the destructive blast

Dragon remaining wounds: 214 - 51 - 62 - 30 = 71

Round 4: Dragon

The dragon, insane as it might have been, had not lived as long as it had by fighting to the death. The last blow from the dwarf had shattered ribs, and if its ragged breaths were any indication, had punctured a lung. Its eyes filled with malevolence and hatred, the dragon decided that living was far more important than defending its lair. It teleported away, abandoning all that it had in the face of dwarven determination.

Bolvar watched the dragon vanished with a neutral expression on his face. He had never truly wanted to kill the beast, he just sought to safeguard his home by removing a threat. Knowing that it could not have gone far, he half-heartedly went out in search of it, if for no other reason than to drive the dragon deep into the darklands. Deep enough to become a problem for the many denizens who called the place home, so that it would keep their populations in check, so that they could not threaten his Sky Citadel. Only when he was certain that it had been driven far enough away would he return to inform the miners that it was safe to resume operations.


Male Archangel of Awesome Paladin of Badassery 20
Bolvar Gemforged wrote:
** spoiler omitted **...

How in the heck do you apparently have fast healing 80+?!?


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Fast Healing 7, which I mistakenly wrote as 8 in the above mock battle. So 88 wounds were taken, and I reduced it to 81.

Alteration Sphere
* Lingering + Permanent Transformation
* Vitality: Fast Healing: You may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels

That gives fast healing 3. Fast Healer Feat increases that to 1/2 Con bonus. Which is 4...so actually it is Fast Healing 7.


Male Archangel of Awesome Paladin of Badassery 20
Bolvar Gemforged wrote:

Fast Healing 7, which I mistakenly wrote as 8 in the above mock battle. So 88 wounds were taken, and I reduced it to 81.

Alteration Sphere
* Lingering + Permanent Transformation
* Vitality: Fast Healing: You may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels

That gives fast healing 3. Fast Healer Feat increases that to 1/2 Con bonus. Which is 4...so actually it is Fast Healing 7.

The way you worded all of this definitely comes across as if you had a fast healing of 80+, especially when you said he was barely injured:

Bolvar Damage Taken: 33 + 26 + 29 = 88

Round 3: Bolvar
Fast Healing, 81 wounds

The dragon obviously believed the dwarf to be dead, for it had chewed on him, thrown him to the ground, and stomped on him No mortal of such size had ever survived such in the dragon's very long life. To it's surprise, Bolvar rose to his feet, apparently no more than bruised.

Hence my **severe** confusion and serious concern.


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Mea culpa!


Image | HP 318/303 | AC 46 (t29/ff32) | CMD 31 | F +26, R +26, W +25* | perception (see in darkness) +32*, sense motive +32 | +7 initiative | meteors 17/17, borealis 24/24, breach gulf 1/1; dweller 1/1, void 2/2, shooting stars 5/5; channel: 16/16, liberation 20/20, freedom call 20/20; mythic: 7/7 | active effects: contingency, endure elements, fastidiousness, heroes’ feast, nine lives, wind walk
in gameplay, Voice of Awesomeness wrote:
When I spoked with the creator of the module, he said the ward prevents any extra-dimensional spells that allow *creatures* to enter from other planes. Including personal demi-planes used for resting. Items going into and out of storage are fine.

I don't want to beat a dead horse, but I'm still trying to wrap my mind around exactly how this works. By RAW, there's no rule against living creatures climbing into a bag of holding (they just have to be able to fit through the opening, and not need to breathe), so it sounds like maybe the intention is that the effects still work but the ward stops creatures from passing through? If that's the case, could you still use like a rope trick or mage's mansion if only items were passing through the portal? What about something like teleport- could an intelligent item (with the teleport ability) teleport itself within the ward? And, what does all that mean for similacra? They are intelligent, animated objects... can they climb in and out of bags of holding and/or a mage's mansion? Can they teleport if they're not bringing any living creatures with them?


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

I feel like we need to stop preparing and get some action now just to keep momentum going, in spite of the fact that Rahlmaat would be all about preparing. :D


Male Archangel of Awesome Paladin of Badassery 20
Ethulfel Umbrada wrote:
in gameplay, Voice of Awesomeness wrote:
When I spoked with the creator of the module, he said the ward prevents any extra-dimensional spells that allow *creatures* to enter from other planes. Including personal demi-planes used for resting. Items going into and out of storage are fine.
I don't want to beat a dead horse, but I'm still trying to wrap my mind around exactly how this works. By RAW, there's no rule against living creatures climbing into a bag of holding (they just have to be able to fit through the opening, and not need to breathe), so it sounds like maybe the intention is that the effects still work but the ward stops creatures from passing through? If that's the case, could you still use like a rope trick or mage's mansion if only items were passing through the portal? What about something like teleport- could an intelligent item (with the teleport ability) teleport itself within the ward? And, what does all that mean for similacra? They are intelligent, animated objects... can they climb in and out of bags of holding and/or a mage's mansion? Can they teleport if they're not bringing any living creatures with them?

The spell itself "completely blocks extradimensional travel." Going into and out of a rope trick or a mage's mansion is considered extradimensional travel, because they create extradimensional spaces. This would include attempting to 'hide' in a bag of holding.

It doesn't matter if your flesh and blood, a construct, or anything else. Those spells are blocked.

As a reminder these are the spells Dimensional Lock blocks:

Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities.

So no, an intelligent sword/simulacra can't teleport, because the spell itself is blocked. DL makes no distinction as to who or what is casting the spell.


Image | HP 318/303 | AC 46 (t29/ff32) | CMD 31 | F +26, R +26, W +25* | perception (see in darkness) +32*, sense motive +32 | +7 initiative | meteors 17/17, borealis 24/24, breach gulf 1/1; dweller 1/1, void 2/2, shooting stars 5/5; channel: 16/16, liberation 20/20, freedom call 20/20; mythic: 7/7 | active effects: contingency, endure elements, fastidiousness, heroes’ feast, nine lives, wind walk

Ok, thank you. Like I said before, I’m not sure how helpful I (a planar traveler) will be in an adventure where I can’t use a bunch of my spells known and spell-like abilities, but I suppose I’m ready to find out.


Male Archangel of Awesome Paladin of Badassery 20
Ethulfel Umbrada wrote:
Ok, thank you. Like I said before, I’m not sure how helpful I (a planar traveler) will be in an adventure where I can’t use a bunch of my spells known and spell-like abilities, but I suppose I’m ready to find out.

I don't know everything you're capable of, but I did see there's 3 spells on your Sorc list, and one on your Oracle that will be blocked by the ward. Hopefully you'll still be able to contribute plenty.

*However*, while I am running this AP with little to no holds barred, I don't want you to end up feeling or being useless.

Let us see how things go, and should that end up being the case, we'll figure out a work around. I already have a few ideas in mind.


1 person marked this as a favorite.
Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

Blocking extradimensional effects is pretty standard in high-level campaigns to prevent any "skip directly to the boss" kind of shenanigans, I'm sure you'll still have plenty you can do.


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

I'm still here, but I'm not one of the teleporters!


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)
Erasmo Oakkeg wrote:
I'm still here, but I'm not one of the teleporters!

Likewise.


hp484+70/484|AC34+15 T18+15 FF32+7|CMB+13*-4 CMD24*-1|F+27*+6 R+19+8 W+25*+3|imm:ds,pn|SR31|Init+9+8 Per+33+2 SM+31|AA1/1 bb0/6 Br1/1 burn6/19 ch.en13/13 HS3/3 ib0/3 mf1/1 mom34/34 mp5/5 sp52/52| c/e: AS(F),FP,FS,GFL,mb,Tf| Spirit hp604/604|AC64+10 T27+10 FF53+7|CMB+19-10 CMD38-7|F+20 R+28*+3 W+24|DR10/ep|SR31|imm:el.tr,force|res:all15|Init+11+3 Per+28 SM+28|dd0/100 mf1/1 sp5/5|c/e: AS(F),TF

Me also.


Male Archangel of Awesome Paladin of Badassery 20

I am awaiting a question I asked of Matt, the author, before moving us forward. Hopefully I'll get an answer once I get up(it's 4:30am, time for sleepies, lol).


Image | HP 318/303 | AC 46 (t29/ff32) | CMD 31 | F +26, R +26, W +25* | perception (see in darkness) +32*, sense motive +32 | +7 initiative | meteors 17/17, borealis 24/24, breach gulf 1/1; dweller 1/1, void 2/2, shooting stars 5/5; channel: 16/16, liberation 20/20, freedom call 20/20; mythic: 7/7 | active effects: contingency, endure elements, fastidiousness, heroes’ feast, nine lives, wind walk

Sorry, I'm here too. Work has been crazy. Next week probably will be too, but I'll do my best.


Male Archangel of Awesome Paladin of Badassery 20

Update: Heard back from Matt, so I'm all set there. *However* due to a combination of things, including my tinnitus flaring up, I haven't really slept since yesterday(it's currently 1:48pm). Unsure if I'll end up posting tonight, but if I do, it won't be till much later. Apologies all!


Male Archangel of Awesome Paladin of Badassery 20

Just wanted to give ya'll a heads up: I am fully committed to and have every intention to see this module through to the end. However, with both convention and craft fair(my mom and I make candles) season ramping up, there might be times where I am suddenly away(I will always *try* to give advance notice, but sometimes I get overwhelmed or just too tired to do so) for days or even a week+(depending on what exactly is going on).

If that's the case, please just sit tight, and know I'll be back eventually. If we have to replace people along the way, or if anybody wants to drop now with this 'revelation', I have no problem doing so. Obviously, if you wanna drop, there's absolutely no hard feelings, and hopefully we can play again together! Ya'll are definitely an awesome group, and I'm quite happy I chose each of you!


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

@GM Voice of Awesomeness: I have first a question and then a comment. First, are the squirrels also required to make the save against the area damage?

My comment is that just from this first blast, I'm worried that we might see a big disconnect between the expected building requirements and the challenge of this adventure.

We were requested to follow the bench-press numbers. There, the blue value is 25, which should mean that against a monster of our CR we can only fail on a nat 1. I'm pretty sure this metallic dragon has a CR higher than 20, but a DC45 save means that if we followed the bench=press numbers precisely, we can only succeed on a nat 20.

Take Erasmo and his squirrels. Erasmo has a +30 to Ref, the Squirrel Boss has +33 and the mob has +22. In theory, Erasmo and the Squirrel Boss should be beyond safe regarding Ref saves and the Mob should succeed about 75% of the time.


Male Archangel of Awesome Paladin of Badassery 20

This fight is basically just a test to see what you're all capable of, and if things need to be adjusted on either end of the the 'screen'.

It's not something from the module, it's just a quick encounter I whipped up(while still trying to stay on theme, hence clockwork dragon).

Part of the problem with a game at this level(even without my extra rules, gestalt, etc) is that there's a ton of extra moving parts beyond simple stats. Immunities/resistances, wonky class features(the core, *chained* monk gets SR, for example, lol), and more can make it difficult to just base an encounter on generic stats. This doesn't even include buffs, which again, even a normal party of level 20 core classes should have plenty of.

Just to be clear, I'm not saying you're at all wrong or disagreeing with you. Rather, I'm pointing out that I am aware that this group is built with nonstandard rules, and we need to try and test(as best as possible) your capabilities, *before* we get to the actual module's encounters. This way, if we need to make any tweaks, we can do so.

Also, please remember that I'm not here to fight the players or ruin your fun/kill the PCs. Everything is open for debate and change, but we can't potentially change things if don't know what needs 'fixing'.


Male Archangel of Awesome Paladin of Badassery 20

Apologies, I didn't answer your question, but I need to ask one of my own, first:

Your squirrels are considered both familiars and companions(or at least the boss is both), yes?


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

Ok, if this is a test, no problems then!

To be honest, I was completely aware that area attacks were the biggest flaw of the squirrels. I've tried to have many abilities to protect them, so lets see how I fare!

Voice of Awesomeness wrote:

Apologies, I didn't answer your question, but I need to ask one of my own, first:

Your squirrels are considered both familiars and companions(or at least the boss is both), yes?

The boss is a companion, yes. The remaining squirrels are just "normal" squirrels. They are up to 20HD so have 200hp, but hp is a game mechanic that represents luck, and so on.


Male Archangel of Awesome Paladin of Badassery 20

Remember that time I said "I'm not here to ruin your fun" ?

Well, your squirrels, are part of your build, and thus part of your fun.

Did I rule that companions and familiars should also get ABP? If not, let's give them those boosts.

If I did, let's see how this battle goes, and we can look at improving them afterward, if we feel we need to.

**Because this is a test, if any PC or ally/companion/familiar should die, they will be brought back to life instantly after combat is over.**


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Seems fair. Just as how I like running tests on characters, it makes sense to run a test for a group.


Female Sphinx Legendary Wizard 20/Prodigy 20/Mythic Archmage 1 | Form: Human | Sequence: 0 | HP 126/203| AC: 35+8 T: 30+8 Fl: 33+8 | CMB: +39 CMD: 56 | F +17 R +23+4 W +25 | Init 31+4 | Perc: +47+4+2; Arcane Sight, True Sight | Mythic Power 3/4 | Spell Points: 23/40 | Adaptation: 15/15 | Martial Focus: 2| SS: Sense Motive | Genius Insight: 1/3 | Current Effects: Foreshadow, See Hazard, Lifesense (Mid range), Thoughtsense (Long range), Touchsight, Freedom of Movement

It also seems like dragons tend to have inflated DC's as part of their overall "we're the nastiest thing in our CR" thing they have going on. I usually expect to be surprised by how high the save DC's on their breath weapons are.

I was also realizing that Rahlmaat couldn't have started a sequence, it has to be a healing ability that takes a standard action, not a swift action.


Male Archangel of Awesome Paladin of Badassery 20

Why in the **heck** does the Squirrel Mob have such a massively high bonus to their initiative?!? lolol


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.
Voice of Awesomeness wrote:
Why in the **heck** does the Squirrel Mob have such a massively high bonus to their initiative?!? lolol

It is just the leader, who has the agile mythic template (+20). The rest of the squirrels all act on Erasmo's initiative.


Bolvar HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12) SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Squirrels having high initiative also seems quite realistic.


…and the delaying their turn until just before the car goes. (I literally had a college professor whose way of telling us to hurry up and make a decision was “don’t be a squirrel.”)


Image | HP 318/303 | AC 46 (t29/ff32) | CMD 31 | F +26, R +26, W +25* | perception (see in darkness) +32*, sense motive +32 | +7 initiative | meteors 17/17, borealis 24/24, breach gulf 1/1; dweller 1/1, void 2/2, shooting stars 5/5; channel: 16/16, liberation 20/20, freedom call 20/20; mythic: 7/7 | active effects: contingency, endure elements, fastidiousness, heroes’ feast, nine lives, wind walk

Hey, sorry for vanishing. My SO has been having some health issues. Between doctor's appointments and the impact on my mental health I haven't gotten a post up in any game in a few weeks. If you need me to hop back in just say so and I'll do my best to catch/keep up, but if my bowing out won't be too disruptive then I think that's probably the better option for me.


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)

You haven’t missed much.


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

Guys, I believe we need to have a honest assessment about this game and the likelihood of it flourishing.

Recruitment started in the December/24 and we've spent a little more than a month to get through it.

The actual game launched a couple days later, where it took us 3 whole months to get through the very first scene, which was nothing but a meeting.

Now, we've got into a combat, on the second scene, and it already took us 1 month and a half to partially resolve the first round.

At this pace, we are not going to finish this first test combat before the end of the year.

In my case, I've already forgotten Erasmo's combos and abilities. When he comes up again, I'll probably need about an hour to read him over again and try to learn again what he can do and I'm seriously not looking forward to do this once/month for another round.

So, my point is, unless we can make a turbo change on the pace, to the point of going at 2-3 posts per WEEK, I really doubt we are going anywhere and I'd rather withdraw.

No hard feelings, but we need to be realistic. This is not working as it is.


Male Archangel of Awesome Paladin of Badassery 20
Voice of Awesomeness wrote:

Just wanted to give ya'll a heads up: I am fully committed to and have every intention to see this module through to the end. However, with both convention and craft fair(my mom and I make candles) season ramping up, there might be times where I am suddenly away(I will always *try* to give advance notice, but sometimes I get overwhelmed or just too tired to do so) for days or even a week+(depending on what exactly is going on).

If that's the case, please just sit tight, and know I'll be back eventually. If we have to replace people along the way, or if anybody wants to drop now with this 'revelation', I have no problem doing so. Obviously, if you wanna drop, there's absolutely no hard feelings, and hopefully we can play again together! Ya'll are definitely an awesome group, and I'm quite happy I chose each of you!

I feel the need to repost this. Longears, if you wanna leave, that's okay. As you said, no hard feelings.

I am still here, and I am still committed to running this as long as able.

If others aren't feelin it any longer, that's also okay, and if that means the game has to end, so be it.


Male CN halfling squirrel rager | HP: 382/382 | AC: 44 (38 Tch, 36 Fl) | CMB: +25, CMD: 51 | F: +28, R: +30, W: +22 | Init: +8 | Perc: +34, SM +32 | Speed 40 ft. | Active conditions: none.

Thanks for the response GM.

This indeed is not working for me, so I'd like to withdraw.

This was an interesting concept and I wish you all luck!

GM, when possible, please remove my aliases from the campaign and mark me as inactive/former player.


Male Blue/Silver Dragon Gestalt Fighter 20 (Scaled Juggernaut)/Sorcerer 20(Trueblood)

I get Erasmo’s concerns. But given that VoA did tell us he’s busy for a bit, I’m willing to give it some more time and cross my fingers that we’ll be able to pick up the pace.


Male Archangel of Awesome Paladin of Badassery 20

If others feel the need to drop, please let me know, so I can either move us forward or end things.


Male Archangel of Awesome Paladin of Badassery 20

It's been a little over two weeks with no replies from anybody else, so I'm gonna assume ya'll aren't interested in continuing. Sucks, but understandable.

Thanks for tryin out this little experiment with me, perhaps I can try again another time.

1 to 50 of 143 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Sinful Discussions(SotSL OOC) All Messageboards

Want to post a reply? Sign in.