Caverns of Azlantia

Game Master Dread

Hidden away in the jungles of the Mwangi Expanse, the crumbling ruins of the ancient Azlanti people, known as Azlantia, has remained unknown....until now. An Explorer dying from a strange disease has surfaced in Bloodcove. His fevered ramblings of treasure, Beast-Men serving a Minotaur King, Lizard-Folk in direct rebellion to the King, a Death Cult trying to find secrets long buried, rumors of an ancient evil waiting release and more perk the attention of those who are intrepid enough to face these dangers to find the secrets of the Caverns of Azlantia.

Are you brave enough?

Experience: Current- 6,090 Next Level- 9,000

Roll20 link


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Human LN Investigator (Gravedigger) 3 | HP 17 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +9* Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Urtar re magic stone, if we end up getting a lot of situations like this where only one or two people can get to melee that could be a good plan!

I mostly designed Dr Ocellus as a melee fighter but lets see how the campaign progresses.


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Sorry, been having technical issues while travelling...

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

This may be meta gaming, but I think the true reason we're still in rounds is because there may be a trigger for those gargoyles on the cavern wall.


hehe...or something...hehe

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Just trying to understand. When describing the scene should we not move our tokens? I was standing next to the warrior when the round started so if he took a 5' step I should have been able to take a 5' step and attack and then flatten him before moving to constrain the priest. Did I confuse the issue by moving to my assumed position? Should we draw lines with our intent?


Always look at the initiative order. The Deathwalker's turn was before Gideons. So he backed up to better defend the priest when he had noone to help him defend the doorway.

Ill always resolve the round in initiative order. That may cause slight hiccups in the situation, such as this. However its better than spending a week or a week and a half on combat, waiting for each to post in order.

You can still move your tokens. Lines will help.

When I start doing my summary. I move any tokens that moved back to where they were before they moved them.

then I start with the highest in the initiative order. read what he posted and summarize it. then move to the next. etc

so in your case.

Dr. Ocellus swung and missed.
Deathwalker was up. He attacked and 5' stepped
Gideon was next. He could no longer 5' step and attack. so I had him move to where he could still kick the deathwalker and still threaten the priest where he stood.
others moved etc
deathwalker priest 5' stepped back and cast.

does that help?

It does help if you look at the initiative order and if you see the one youre attacking goes before you...plan accordingly and put a conditional in

or if you look and think it may be down before your turn say something like...

If Dr. Ocellus kills the deathwalker, this is what Gideon will do instead.

does this help?

Sorry to cause confusion.

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

I’ll get the hang of it. Put in a few what-ifs. With this latest one i marked my starting position. Just want to be able to give you the info you need and execute the tactic in my head. It’s grand so far.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Apologies for the delay, everyone.

Barring any RL stuff, I should be ready to join gameplay after this weekend.


Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait

I'm sorry to say I'm going to be dropping out. Jenna is really not doing anything for me and I'm finding playing her a chore rather than a pleasure.

Since we're in a break in combat lets just say Jenna decides it isn't a place she wants to explore and leaves.


OK fair enough thank you for letting me know

Grand Lodge

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Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Sorry to see you go Jenna.

On the other hand, I'd like to take this opportunity for an appreciation post.

This game is exactly what I signed up for. A mega dungeon. I've had to use all my character's resources, and they've all been relevant, from spells, domain spells, domain powers, feats, melee attack and the mystery is very cool.
So, thanks, I'm loving it!


Hey Arronus, I just realized something. Sorry I havent caught it earlier.

Your puppet cannot aid you in combat like youve been doing.

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action.

Because hes a tiny creature, that means hed have to be in the same square with the enemy.

Unless theres something Im missing.


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M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Yep, you're missing the Loyal Bodyguard feature under the
protector archetype.

"If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker."

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Given Arronus save, I double checked my Will save, and realized it was wrong. It's +7 instead of +6. For your combat summary.


Thank you Arronus for clarifying that for me. I always marvel at your builds ;)


corrected Urtar


Human LN Investigator (Gravedigger) 3 | HP 17 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +9* Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Do we all need to make will save? Or is this an aura with a radius or something?


Only the ones looking at the front of the statue through the open curtain


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Moonwing's ability score rolls

first roll: 4d6 ⇒ (1, 3, 5, 4) = 13 drop the 1, total 12
second roll: 4d6 ⇒ (5, 5, 4, 3) = 17 drop the 3, total 14
third roll: 4d6 ⇒ (6, 6, 2, 4) = 18 drop the 2, total 16
fourth roll: 4d6 ⇒ (5, 5, 3, 3) = 16 drop a 3, total 13
fifth roll: 4d6 ⇒ (3, 3, 3, 2) = 11 drop the 2, total 9

Sunwing's ability score rolls

first roll: 4d6 ⇒ (6, 2, 1, 5) = 14 drop the 1, total 13
second roll: 4d6 ⇒ (4, 5, 5, 5) = 19 drop the 4, total 15
third roll: 4d6 ⇒ (5, 1, 1, 4) = 11 drop a 1, total 10
fourth roll: 4d6 ⇒ (6, 1, 5, 3) = 15 drop the 1, total 14
fifth roll: 4d6 ⇒ (3, 6, 3, 2) = 14 drop the 2, total 12

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none
Arronus Triari wrote:
The guy who's stunned for one... That said, I am not sure that messing with said statue is a good idea. At very least, the statue and the citrines aren't going anywhere, so I'd say clear the rest of the area, and then come back...

Discussing here may be better.

So, it may be true that the statue isn't going anywhere, but we could weaponize the citrines. It's not bad to have a stun on demand. Just saying.


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Agree the discussion should be here.

What makes you think the effect is:
a) tied to the citrines, not the statue as a whole?
b) Controllable?


@GM: Please add the light spell effect to Sparkwing. Looks like Jack already has darkvision applied?


1 person marked this as a favorite.
androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

I updated Jack's HeroForge mini to include the falconry gauntlet and also created a Heroforge mini for what he looks like when his nanites become visible (when his Repairing Nanites racial trait activates). None of the group have seen his nanites yet, and probably assume he is a Zenj (Mwangi) scout. None of the group has seen Sparkwing's primal transformation yet.

HeroForge mini of Jack with Sparkwing.  The 'kneepads' are the faces of Sparkwing's parents, Moonwing (mother; left 'kneepad') and Sunwing (father, right 'kneepad') and his falconry guantlet was crafted to include feathers of Moonwing and Sunwing. If anyone asked Jack about his 'kneepads' while he was your guide, he told them that Sparkwing did not want to leave his parents behind, so Jack had someone in Nantambu use the corpses of Sparkwing's parents to make his gauntlet and 'kneepads'. When Jack kneels, the 'kneepads' are facing forward (not pressed against the ground underneath Jack).

HerForge mini of Jack with his nanites activated

The appearance of Sparkwing in the HeroForge mini is a not an accurate depiction of him.

Here is a picture of Sparkwing in flight (without his primal transformation evolutions manifested).

When his primal transformation evolutions are manifested, his wing feathers spark with electricity.

Jack is 5'4" tall and weighs 145 lbs (without his gear) and weighs 189 lbs with his gear.

Sparkwing is 18" tall, weighs 2 lbs and has a wingspan of 41".

Sparkwing's father, Sunwing, has the same physical dimensions as Sparkwing.

Sparkwing's mother, Moonwing, is 23" tall, weighs 4 lbs and has a wingspan of 47".

Terwa Uplands hawks

None of the group has seen Sunwing yet, but have seen Moonwing. Jack summoned her while the group was making camp each evening while making their way through the jungle, and Sparkwing flew in the sky with his mother for about 18 seconds before his mother vanished (and returned to the outer plane she and Sunwing ascended to after their deaths).

When Jack summons Moonwing (and Sunwing) their spirits emerge from the 'kneepads' and fly to where their spirit forms shift to their corporeal forms (covering the thematics of them starting to appear and the crunch of where they 'appear' within range of the Summon Nature's Ally spell Jack used to summon them).

Liberty's Edge

Hey folks, GMMichael invited me for the Arcane position. I originally proposed a magus, but it looks like the front line might be a little crowded already, and a single target debuffer might be less useful in a six person party. I could stick with magus or retool her as perhaps a witch or arcanist. What would yall prefer?

Also, of the six major item slots, which one is still available?


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Welcome, Crisischild.

The character I replaced (Tessai) had the magic armor slot, though the GM approved the magical piece of clothing I wanted (as no one else had it), which means the magical armor slot is open.

As for the character you are replacing, Jenna (who had replaced Rhaeodlaf) had the original magical piece of clothing.


1 person marked this as a favorite.
androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

I like the Jistkan artificer magus you made up. Be nice to see him in action. My vote is to use him.

Liberty's Edge

I do think the hex puncher looks like a cool build, though not optimized at all. Magic armor would work well for her, as she would be a strength magus, not a Dex one.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Aplogies if I offended by misgendering her. I read up on the Jistkan artificer and that was why I posted a vote in favor of the character. I did not think to check which gender you made the character.


smol dot


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-
DrOcellus wrote:
@Jack Dr Ocellus currently has 77.5 lbs of encumbrance according to HeroLab. I don't know how much he weighs though. With luck he won't need dragging back, well lets see.

Which ethnicity is he?

With the exception of Garundi (several inches taller overall than average humans), Mwangi (Zeng, who are shorter than average humans), Mwangi (Bekyar, who tend to be a head taller and can top 7 feet), Shoanti (who tend to stand more than 6 feet tall), Tians (who are shorter on average (though I am not familiar with the various tian ethniticities like I am with the Mwangi), Ulfen (who men stand 6 feet or taller with most women within a few inches of being 6 feet if not taller).

So if Xavier is one of other ethncities: Chelaxian (the new 'Euoropean-ish' conquering colonists), Kelishite (the 'Eurasian-ish' expansionists), Kellid, Taldans (the most widespread human ethnicity in Avistan and the original 'European-ish' conquering colonists), Varisians or Vudrani....

and if he is about average height (5'9") and of about average build (175 lbs), the average weight is a good benchmark to work with.

Is Xavier tall/short? Does he have an average, skinny or heavier build?

Working with average male human weight (175 lbs) with your gear being 78 lbs -==> 253 lbs.

Jack can...checking notes...with adding the doctor's gear and body weight to the encumbrance of Jack's own gear would put him at 297 lbs....which is within Jack's medium encumbrance threshold of 306 lbs).

Which means Jack can haul you up, though he only benefits from +3 of his +4 Dex bonus for AC, his movement is reduced to 20 feet and he takes a -3 'armor' check penalty.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-
GMMichael wrote:
Gideon Stormborn wrote:
Could it be bent and shaped into a large horseshoe?
The reason they call it an any tool is it has to be conformed into a tool. otherwise it be something like nolzurs marvelous pigments. or its name would be any item ;)

The only 'u-shaped' 'tools'/tools I can think of currently:

The metal or hard plastic '3 sided rectangles' tent-pitching 'pitons' that are hammered into the ground through tent-pitching loops to secure the tent in place. But those would not be large enough of a 'U' to get both door handles, and attempts to open the door would cause vibrations that would cause the tent pitching pitons to 'bounce' off them (or to hang straight down from the base of the door handle).

Tuning forks, but even the largest side ones I have seen would be not be long enough and the space between the two vibrating 'u-shaped' bars of most tuning forks would not be wide enough to get around even the smallest door handles.


Thought Id take this discussion here.

Arronus Triari wrote:

A drawknife; there is a tool shaped for just about anything out there. Note the convenient notches at the end of the blade (for the user's hands, but will conveniently slot over the posts of the handles). They come in many sizes from 4" to 24"+...

Thats a tool.

that will work.


Are there aby particular items, particular scrolls or potions etc the party finds themselves in need of that Caetha can bring?


Human LN Investigator (Gravedigger) 3 | HP 17 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +9* Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Can DocOcc not just climb back up? Does he really need rescuing?


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18
DrOcellus wrote:
Can DocOcc not just climb back up? Does he really need rescuing?

GM Michael indicated that climbing up and out (from having fallen and caught yourself) was a DC 10 STR (or Climb) check. Not sure of the consequences if you miss it, nor if you need to make a further DEX (or Acrobatics) check to by pass the pit. (My skeleton made both the STR and DEX checks to bypass the pit).


Human LN Investigator (Gravedigger) 3 | HP 17 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +9* Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Thanks I missed that.


if you miss the climb check you can try to make the reflex to hold on again...but fail that and its a 50 foot drop. into the river.


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18
Urtar Rockburst wrote:

Urtar screams "You idiot! We can't get there. Come back here!"

Urtar starts to look for something he can use as a makeshift bridge.

Is this a serious tactical proposition?

If I back off, the deathwalkers are going to bar the door I am in front of, leaving us to fight the bear (and the bats). Our only option will be to retreat, all the way over the rope bridge, while under attack...

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

We literally cannot go to you. It's not a discussion of what to do. The only options is for you to retreat or for you to die alone. Unless I'm seeing it wrong.

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

GM wrote: When he got down there and looked at the door, he could see there was a place to put a bar across the doors, from this side.

Is "this side" the hall side we are on or the side the deathwalkers are approaching from?


The side the Parry is on. Like it's meant to protect rom what's further


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18
GMMichael wrote:
The side the Parry is on. Like it's meant to protect rom what's further

Ok, I had not understood that. I thought the deathwalkers had a plan to save themselves beyond hope the bear eats the party first... If we can't bar that door against the bear, there's little point in having it.

This retreat is going to be impractical if we can't keep the bear off us though.

@Rabbit Jack, you probably have the best handle animal skill; when the bear breaks past the double doors, you could try to convince it to eat the deathwalkers first? (After all, they were the ones that cage it, somehow.)


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-
Arronus Triari wrote:
@Rabbit Jack, you probably have the best handle animal skill; when the bear breaks past the double doors, you could try to convince it to eat the deathwalkers first? (After all, they were the ones that cage it, somehow.)

The Handle Animal skill is more about handling and pushing domesticated animals (and animal companions), and rearing wild animals so they become domesticated. The wild empathy class feature deals with all animals (and magical beasts with Intelligence scores of 1 or 2).

How Handle Animal applies to non-domesticated animals is up to a GM's interpretation.:

One approach (which would require our GM to approve of) is as follows:

To allow the "Push an animal DC" (a full-round action to use on animals that are not the animal handler's animal companion) on an any animal, not just domesticated ones.

Using wild empathy as a guideline, it normally takes 1 minute to influence an animal's attitude towards the handler, though that can take more or less time.

The Handle Animal DC for pushing a domesticated animal is 25.

If an animal's attitude towards the animal handler is indifferent or better, the animal handler can make requests of the creature.

The DC for influencing an animal's attitude towards the animal handler would be as follows:

starting attitude: hostile DC 25 + creature's Cha modifier
starting attitude: unfriendly DC 20 + creature's Cha modifier
starting attitude: indifferent DC 15 + creature's Cha modifer
starting attitude: friendly DC 10 + creature's Cha modifier
starting attitude: helpful DC 0 + creature's Cha modifier

Working with the above, one of the most generous approaches a GM could use would be as follows:

Need to be within 30 feet of an unfriendly or hostile animal and use Handle Animal as a full-round action to attempt improve the animals attitude.

Once an animal's attitude towards the animal handler is indifferent or better, the animal handler, while still within 30 feet of the animal, can make a request of the animal as a full-round action, using the DC above for the animal's current attitude towards the animal handler.

So, even if the GM allows and uses the above suggestion (or something similiar) Jack's +5 modifier in Handle animal would require:

Jack remaining within 30 feet of the bear for at least two rounds (if the bear starts with an indifferent attitude towards Jack) and possibly a t least four rounds (if the bear starts with a hostile attitude towards Jack).

bear starting with hostile attitude towards Jack: Jack needs to roll a natural 20 (possibly a bit lower if the bear has a Cha penalty). Jack (if he succeeded in making the bear unfriendly), would have to spend another round still trying to improve the bear's attitude towards him (about DC 15). Then if he managed to succeeed in both the previous rounds to make the bear's attitude towards him unfrienndly, he would have to make a DC 25 Handle Animal check to request it attack the cultist instead of one of us).

As Jack does not put himself into unneccesary risk by letting his guard down while dealing with wild animals, he would not intentionally get close enough to the bear to make it easy for the bear to maul him, and would stick to using his bow from afar to deal with dangerous animals.

As a guide, Jack leads by example of what to do, not by doing what not to do.

No one has ever heard Jack say, "Let's get real close to that rabid animal."

Several have heard Jack say, "Move slowly and back away, that snake is venomous and any sudden movement will put it on the offensive."

All the above is moot as well, unless the bear makes its way to where Jack is, as Jack knows he lacks the skill to safely balance to get across the gap in the bridge since the current situation is dangerous. He practices the 'lifeguard rule' - "You cannot help others if you become helpless".

Should the bear get within 30 feet of Jack, then Jack can attempt to use wild empathy on the bear.

wild empathy:

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Making Requests:

If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy (or wild empathy) check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.

See Request DC table in the Diplomacy skill.


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Who are we waiting on here? It's the 13th and last post was on the 7th...

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

GM has been absent in all of their games

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Hopefully he is well.

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