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GM said wrote: its hard, in play by post, to use immediate reactions that require you not to know the outcome of the roll in advance. i'm doing it this way against Edwin so he's got a chance to use panache if he wants, just from the die rolls. maybe its best to state in your post if you're prepared to use panache? I would vote, where possible, that people pre-post what their immediate may be. We don't have to be sticklers about it, but it isn't difficult to say, "I prepare to do [fill in the blank immediate] should the enemy do [fill in the blank, as specific as possible, but more likely, general attack]. Again, it isn't perfect, but handle it like any other call for reactionary action pending a expected event. ![]()
I think everyone has Darkvision at this point, so the lit pebble only needs to come out if we need to toss it somewhere or perhaps stun something light sensitive. Also, Neji's Perception is +10 and Init is +2 since the rebuild. I thought I corrected the link, but I'll check again. Not that it matters since I'm last, but FYI. ![]()
Jeep=Keep? There is no such thing as Saio not working out. I will assume that was a bad form of sarcasm! humpf, harumpf.
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I'm gong to build two Saio's, one who is an "Infernal Life Oracle"/Anti-Paladin and one who is a by-the-books Cleric of Asmodeus. Oradin Saio will be a solid healer/tank and not much of a fighter, Cleric Saio would likely be based on Magic and Trickery and have access to at least lvl 8 spells. As for Neji she will be retraining out of her Sorcerer powers and going straight Barbarian/Synthesist Summoner. I should have these done by Monday. ![]()
Quote: interruption won't stop channelling, just casting Yap I know, but takes care of critical cleric casting repertoire and spell slots, and I'm willing the bet the Cleric's concentration is not the best. Winkysmile. It should be obvious my tactic here is to get the cleric and paladin to blow through as much resources as possible while we, with exception to Ash, sit refreshed and ready to go. When that door comes down, I'm hoping it will make the odds more in our favor. Plus it give something critical to do for the people that are idling right now. They obviously don't have to risk their actions to readied if they don't agree on the tactic or have a better plan. I won't be offended...much. I'd do it if I could, but that dude is mad scary. ![]()
It's just an empty set notation, it should be on your character map. Or just copy and paste like I did. :) ![]()
Gameplay makes more sense to me, and I think we were only after talking in one place. But to be difficult, NO THIS RUINS MY IMMERSION! I don't have the Neji PDFs here at work, but I already updated all their stats, here for Neji and here, for the Eidolon. Are the "OO"s the number of castables per day? ![]()
I found a solution to that one, move your default to a toon you will not use in Wayfinder. The only issue is you have to remember to correct the character before you post. Minor inconvenience for those with multiple character issues such as ourselves. Once I moved my default to Alan Giorgi, in my example, Neji Volrata became available again. I have yet to figure out how to remove the "-Posted with Wayfinder" tag or edit posts after posted. ![]()
Torture has very little value except to validate what you already know. The fine line that they walk as tortures is to not needlessly harm the torturee, but more importantly to break them so that they have no reason to lie, to believe the torturer is their only true friend who has been trying to help them all along. This is seen is in Stockholm syndrome cases. I have no problem being the monster in this little play, but Tempy could be seen as the light the moth flies to be safe. I am still curious where this wizard's loyalty lies in a house of Mitran. Perhaps he can be converted to Asmodeus and "saved" from demise in that way. He could be convinced he as been blind to the Mitran slavers and of his true glory. Play to his wizard drive to power and knowledge...forbidden knowledge.Torture is just an extreme method of behavioral training, not just violence for the sake of. Unfortunately it is often left in the hands of thugs and jocks who make a mess of it. ![]()
Nah, Neji was only ever going to be three deep, and was brought in more as an RP concept character than a ideal numbers one. But since the dynamics of the group have changed since I was pulled out of a sack and her role/personality is more solidified she'll focus on being the best psycho for all of you. ![]()
zach was wise to let me know I have been under hitting people with my strength bonus by using 1/2 str and not full or 1.5 when 2H. stupid barbarian, i can only claim i was using off-hand rules, yeah...that's it. so don't mind me if my damage goes a bit up and my to-hit goes down a bit when wielding a 2H in 1H. i'm dumb, what can i say? ![]()
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Goblin Dogs x4 (1600 XP)
Tangletooth x1 (600 XP)
Watchpost Commandos x3 (1200 XP)
Goblin Refugees x10 (1350 XP)
Bunyip x1 (800 XP)
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1: Seeing the rock and falls coming, the team is barely able to avoid scraping along the rock, but misjudges the currents and spins the boat around. 2: Rowing sideways towards rock and falls coming, the team scrambles to correct the boat as it hits the rock spinning them back to running sideways. Everyone gets shaken. -10 HP 3: The crew looses control and the boat list wildly, slamming into rocks and making everyone sickened. -15 HP 4:The team struggles to stop spinning and starts righting the boat with another falls and rock appear, deftly avoiding disaster they scape along the rocks. -5 HP 5:The team continues to correct direction, but due to all the spinning fails to see the bolder which is barely above water. It tears into the bow and bottom of the boat. Everyone is nauseated. -15 HP The craft, barely recognizable as a row boat (5/50 HPs) finally finds smooth water as the river widens and the forest opens up to the clearing around the fort dead ahead.
Depending on results, you each slowly and painfully make the boat ashore. Uncertain if you were seen or not upon exiting the river, but it appears the fort is surrounded by thick shrubbery of which several towers keep watch. Only one is facing your direction. ![]()
Mortimer gets to work on repairing the boat:
Spoiler:
Mending: 1d4 ⇒ 1,Mending: 1d4 ⇒ 2,Mending: 1d4 ⇒ 2,Mending: 1d4 ⇒ 4,Mending: 1d4 ⇒ 3,Mending: 1d4 ⇒ 4,Mending: 1d4 ⇒ 4 Brawncho scrambles up the nearest tree, Climb: 1d20 + 11 ⇒ (8) + 11 = 19, and notes that he can not see the fort, but can see the coast. Looking back he notes that you are about half way. Unless there is something else you would like to do, give me five checks, as similar to above. ![]()
Mortimer looks around for someone to give him a wizard hi-5 (down low, cause his arms hurt and he didn't even row), but sees Saio isn't breathing heavy and hasn't broken a sweat and Brawncho is looking at his ripped biceps from the sweet workout. Gabby shoots Mortimer a "what did you just ask me to do? Go ahead, ask me one more time" look. ![]()
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The river is swift but well lit, but once it enters the forest, light is quickly devoured by a shroud of thick canopy (daylight to dim). Shadows play off the water hiding dangers and making safe water look alive. Mortimer has to squint against spray to see hidden rocks and dropping eddies. The light at the end of the bow calling out dangers moments before as he yells commands to those that row. At the first bend, Mortimer easily sees a massive rock in the middle of the stream and yells for the crew to react. Saio and Larry pull hard, while Brawncho and Gabby argue, spinning the boat backwards and scraping along a team of rocks -5 HP Righting themselves, the second bend hazard jumps out at Mortimer at the last second as a patch of shadow hides a jagged underwater stone, which causes the currents to swirl and twist, but he and the team react quickly to avoid flipping the boat. The third hazard presents a large bolder right in the middle of the flow. Mortimer seeing it in advance, has his crew slow and try to turn his boat in the right direction, which they almost do when the side of the ship slams into a rock. The good news is they are righted, the bad news is boat is damaged -10 HP The river quickens dramatically as Mortimer and crew struggle to dodge this and that hazard. The boat slamming up and down from waves and spay soak the crew, blinding the eyes, slowly loosing control. At the last second the bow drops fast as a fall takes them with it and the small boat bounces off fallen trunk tumbling at the bottom. -5 HP Everyone soaked, arms soar and teeth rattling, the boat looking to be half way to falling apart, Mortimer notices a rocky beach ahead (roll20 updated with position). You can stop or you can continue on. ![]()
Boat loaded with supplies, crew and thankfully, still fresh from the baths Doge, you begin rowing down the swift river. Brawncho and Mortimer take the right side, Saio, Larry work the left. Gabby holds Doge near the front and offers to keep watch ahead (also having no interest in rowing). You notice quickly (via roll20) that it gets dark in this forest quickly as tall trees swallow the light. Four Survival & Acrobatics please. The boat has a set number of "hit-points" and depending on your rolls will determine how well the boat survives. If you like, Mortimer can be on repair duty and place Gabby pm rowing duty...with some convincing I'm sure. |