Thief

Brother Tomlin's page

402 posts. Alias of Secondsight.


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AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Ian: Just read the background narratives on your character page. I guess I hadn't look much at the profiles to know things like that were there. Good stuff! A great read and a lot of insight into Ian, seems like a character from Sin City. Well done!


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: I sent my new PC's statblock via PM, as I don't have a new character page set up yet. I included both the regular statblock and when in fused eidolon form. I also broke down the skills and magic item purchases so you can where I put what.

The background and description is also written. As soon as I get a new character page I'll post it there.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Ian: pretty cool idea! Kitrina mentioned that she was very likely making a new character, but we know the Mageocracy has multiple groups. Maybe she gets sent to Isstus Hold with Tomlin, Aurelius and Tunny.

EDIT...and Ninja'd. But happy to be!


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin stood stone-faced as Jori spoke. He let the new mission wash over him and simply nodded sharply in acknowledgment of the Issust Hold assignment. A new start. He swore to himself to not fail this one.

After being dismissed by Jori, the halfling promptly returned to the main floor where Master Verey was arrayed with a large collection of Tower luminaries. The mention of Gumlat's predicament and Master Adian's physical state brought a even grimmer countenance to Tomlin's features, as if such were possible. Tomlin said nothing though. He had his orders and they had nothing to do with Gumlat or The Criminals. Even in the times of greatest trial, The Master's decisions were the highest wisdom. He would obey, as he always had.

Tomlin waited for the meeting to end before finding Valdr. In sober tones he expressed his appreciation for the assistance; the dwarf had likely saved the halfling's life. He then said his goodbyes and after changing into his disguise tower livery garb, made his way back to Tiny Town to collect his belongings and say farewells to his family. Tomorrow he would be off to Issust Hold at first light.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Are slotless skill boosting items allowed? I looking for things that could give a bonus like Hat of Disguise but for Sense Motive, Perception and Diplomacy/Bluff/Intimidate instead.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

A Wizard that focused on save or suck spells and a very high int could be really good. I'm still a big fan of scarred witchdoctor, but either would work very well in this group.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Also maybe less of a metagame given the much lower profile humanoids like orcs and goblins are in this world. Most of the enemies we face are some kind of player-race like elf or dwarf. So it stands to reason that they could be favored enemies.

As an aside....I've decided to go with Synthesis Summoner, base race is Aasimar. He'll have very good face skills and should be a rather effective combatant. Other than Create Pit all his spells are of the Eidolon buff variety though. Still working backstory, will post when I have it. Crunch is 90% there.

@GM: Are slotless skill boosting items allowed? I looking for things that could give a bonus like Hat of Disguise but for Sense Motive, Perception and Diplomacy/Bluff/Intimidate instead.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Tenro: I think Ian and Kitrina have the right of it here. Both archer builds posted (3 if you included Kitrina's alchemist) would do far better damage than the sniper rogue. I'd also encourage the elf racial choice. At a distance the loss of con is less a problem for you. And Silent Hunter is only available to elves (maybe 1/2 elves too, not sure). Finally, elves are immune to sleep. That's handy against pesky DC19-Will-save-forcing-at-will-casting Scarred Witchdoctors like the one the Criminals have...just sayin'


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Forgot to add at the end of the post that once dismissed by Jori, Tomlin marches straight back over to where Master Isul was to meet with Master Veray.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

RE: Antitoxin, I'm good with ruling above. If that's what the GM intended.

Question for the group: how many are thinking of having strong to very strong social skills as part of their character concepts? I'm mulling over my build, and I believe I could make the character quite good at the Bluff/Sense Motive/Perception axis. If others are more likely to focus elsewhere than face-skills I think I'm more likely to make my PC super-strong on these areas. He'll be good at them regardless, but could be very, very good.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin staggered into the Tower Grounds heaving heavy breaths, and took a moment to try to compose himself before facing the Masters. I failed...this plan, to release Vaek and then use him to hunt down the criminals was mine. And it is disaster. The stoic Halfling regained control of his breathing but by the time he came face-to-face with Master Isul he could not fully hide how crestfallen he was. Ma'am, yes ma'am!, Tomlin replied crisply to her directive then turned sharply to find Jori Banest. He was dreading this conversation as much as any. The man who trained him. And he must admit utter failure.

Tomlin approached Jori in rigid military fashion. Sir, permission to give full mission summary, sir. The Halfling waited for his superior to give some indication to proceed before doing so. Sir, we were able to track Vaek to the slums. When we arrived there I observed a group of armed men preparing some sort of ambush on the deserted streets while Vaek remained in plain view. I assessed the situation and concluded that the Criminals had knowledge of our plan and intended to ambush us. I further concluded that we needed to strike now against this group, as to let them go would compromise our ability to ascertain their location in the future. The decision to conduct a strike at that time was mine, and I take full responsibility for it.

Tomlin took a deep breath before continuing, the anguish plain on his face despite his best efforts. The fight went badly from the beginning. The group was able to stay a distance away from my squad, and our limited ability to attack at a distance was badly exposed. Serelina was their first target, likely because of her mobility. A sleep-effect incapacitated her, and she was killed by a heavily armored man matching the description of Anthony. Quickly afterward, the flying dwarf disguised as a gnome appeared. He was likely invisible just before, and he killed Tavrus via unarmed strikes. At this point I pushed the group towards a retrograde action as Valdr arrived to assist. He inflicted significant damage to the dwarven martial artist, and Ian attempted to end that threat. However, he too succumbed to the sleep-magicks and was very likely killed. Sir, only Valdr and I remain and...

Here again the Halfling had to compose himself. Apologies, sir. This group of Criminals is very powerful. Our group was well-trained, had the equipment to execute the mission, and received back-up support from the guard. But we were nowhere close to a match for them. I cannot emphasize enough the gravity of threat they represent. In addition to Vaek, Anthony and the dwarven monk, they had a half-orc priest that matched the description of the half-orc who fought the merchant's mercenaries in the Silver Spirits. However, their most dangerous member may be the flying half-orc mage who put Serelina and Ian to sleep. I know little of the ways of magick, but his were very, very powerful. He may be a newer part of their team, as eyewitness reports from the fight with the merchant's mercenaries and from Zov made no mention of him.

Tomlin continues to crisply answer any and all questions Jori Banest had of him. Afterward he adds, Sir, I await any punitive actions felt appropriate. I...I also request transfer to a different mission set. My actions here have been a disservice to my team and the Tower. The future of good order and discipline in Coran deserves better.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Looks like we are going to get a solid archer out of this, one way or the other. Given the number of enemies who apparently like to fly and hang out on rooftops, that's a very good thing.

I'm still making up my mind about my next character, but leaning towards summoner or synthesis summoner. Either way, I'll provide a solid melee'er and very likely strong face skills to boot.

Sounds like Srelina's new build will do some good bolster effects, hopefully also a solid assortment of save-or-suck spells as well. More than anything, these really hurt us in the last fight. Like Ian did on his re-boot, I'd recommend everyone strongly consider their saving throws. Will and Fortitude in particular seem to get targeted in PvP fights. That's a good tactic for us to use against them, but we need to watch our defense too.

@GM: getting back to point you made previously, I'm not clear why Antitoxin would not help with Stinking Cloud saves. It says Stinking Cloud is a poison effect, so it would seem that taking it as a prophylactic would help your saving throw. Am I missing something?


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Kitrina: Wow, that's actually a damn fine character you built there. Eerie-ly close to what my DF Dancer concept had been. You sure you don't want to keep that? Really, I have a number of different ideas, and the DF Dancer you made would kick some serious butt!

As you might have seen from the Game thread, we are in the final stages of a 3rd degree beat-down at the hands of one of the other groups. This iteration of PC's actually did have several LE types, but that might not be true for Mageocracy 2.0. We probably should check everyone's ideas before a Paladin is brought in. If you don't want to keep your DF dancer, straight cleric is never a bad idea, nor is a DPS-centric archer type if Tenro goes another direction.

A bit off-topic...so Rebellion died out? That's kind of sad. Thought that would be our big nemesis.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Kitrina: Welcome! Just my take, but you'd be a great addition. I'm really back and forth between a DF Dervish vs. Summoner. If you'd like to keep the PC you have that is all good. Just let me/us know.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Ian: Understood. And I will say that (at least by my eyes) you've wrung a lot of optimization out of this build. Let's see what everyone else wants.

@GM: I'd also echo Serelina's question, could we look to add a 5th party member. Though we appreciated the guards' assistance, an actual 5th optimized PC is a huge advantage in PvP fights. Not sure what is happening with the other groups, but it seems like the Criminals had 5-6 PC's (the armored clawed guy, the half-orc witch, the half-orc divine caster, Vaek, the dwarf/gnome monk, and some sort of arcane caster). Being on even footing really helps make a fair fight.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Half-elf might be nice for the sleep immunity. If you can stand to lose the feat (all good choices btw...maybe Step Up is the loser?) then I'd say go for it.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Somewhat surprised to not have any immediate pursuers, Tomlin continued to focused inward to push himself along. Any had only one goal: survive long enough to tell the Masters of this grave threat.

Tomlin will use Ki points over the next two rounds for movement. Then...we'll see. That'll leave one more Ki point that Tomlin can hopefully use on a Run action out more in the open.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@All: good we are discussing this. I have quite a few thoughts....

@Ian: I don't want to tell anyone not to keep their character if they really like the concept, but I highly doubt a straight fighter can work in these PvP arenas. Your Will save is just too horrible. Even indoors, a witch can slumber you almost at will. In fact, almost any Reflex save or Will save forced by these min-max'd casters will serious gimp or totally incapacitate a straight fighter. I would really encourage you to think of a brand new PC. EDIT: just read new-Ian's stats...a +8 Will save is much better, but I stand by the rest of my thoughts.

If I stay in this game, my next PC will be one of three classes. Furthermore, a review of the message boards and the recruitment tab) makes me believe that a Scarred Witchdoctor, a Dawnflower Dervish and a Synthesis Summoner really ought to be three of our 4-5 PC's. These classes have a very strong chance of being simply superior to other classes. I had previously considered dropping Tomlin and put together an idea for a Halfling Dawnflower Dervish (Tomlin's sister, actually), but never pulled the trigger on switching out after the campaign moved more to face skills and less on fighting. But I'm fine with making a synthesis summoner or even the Scarred Witchdoctor (though the latter would have no face skills, someone else would need to lead the conversation charge) if someone else is strongly attacked to the Dervish idea.

Why these three classes? 1) Synthesis Summer: well known to be overpowered, with so many moving parts you can really min-max. It's a lot of work to put together but there are lots of guides on line. You have solid saving throws, spells, and a well-built one can have an almost-impossible-to-hit AC and do very good damage. 2) Scarred Witchdoctor: you get to use Con for the Spell DC's and max that single stat to power your spells, your erstwhile worst save (CON) and your hit points. And you get to fly and Sleep and Stinking Cloud people with a 19 or higher DC. The criminal's witchdoctor was the single biggest problem for us in the fight. 3) Dawnflower Dervish: you use dex for both attacks and damage, which gets pretty absurd fairly quickly. They have solid additional abilities too and you can make a great "face" PC out of the build.

Honorable Mentions for Consideration: 1) Full Cleric: Tavrus was actually (IMO) the closest to an optimized build in our group. Make him an aasimar instead (for Wis/Cha bonus), focus on making Wis and Cha your best stats and loads up on channels and save-or-suck spells. Plus healing (and no crossbow...that's gotta go)...it really works. 2) Archer build: lots of ways to get a high-damage archer build but you have to remember your defense too. An archer type with a Will Save of +2 at 7th level is toast in most PvP fights. I had put together an Inquisitor (mostly for the face skills) that had ability as an archer as well. Some save or suck spells with that build that could be a good idea too. 3)Straight Summoner: notably not the Master Summoner build, which while powerful is not as good for PvP play. The Eidolon can be very, very powerful while the spell selections and single-stat Charisma can make for high save DC's. 4)Paladin: This one's a bit out there, but bear with me. It is quite likely that some/all of the criminal and rebellion groups (our most likely adversaries) are evil. Smite with a high Cha is brutal to evil folk. Great saves too. Paladin is a dark-horse, and may limit other player choices but still something to consider.

@Tavrus: I would recommend the gun-toting wizard idea of the options you mentioned. Illusions can be interesting, but I really question their effectiveness in PvP. You would want to make sure that your spell-casting stat is jacked (a 20, minimum) to force high DC's. Also, I'd be concerned about your saving throws with this build...you can't shoot anyone if you are puking your guts out.

....sorry to ramble. Please do consider one of the class choices I mentioned. I think in a PvP campaign it is very important to put together an "Uber" PC first, then add details that flesh out the personality and make the character fun to play.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

I would strongly recommend any of us who want to continue in this campaign consider far more optimized character options than any we first picked. I know I will be creating a different PC if I stay in the campaign.

Furthermore, I'd recommend that the best group would include a synthesis summoner, a scarred witch doctor, a dervish dancer, a straight cleric who channels positive energy, another regular summoner and an archer. Either the archer or dervish should also have highly optimized face/subterfuge skill. I know this may seem a bit circumscribed, but some classes are vastly more optimized than others. I'd just about guarantee you that these classes are found in abundance amongst the factions we are competing against.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

For some reason the map isn't opening for me, but if I recall Tomlin's position correctly it shouldn't matter much.

Will save to negate blindness, -2 for witch effect incorporated 1d20 + 4 ⇒ (17) + 4 = 21

Tomlin summoned every once of inner strength he had. Once again his training paid off, as he shook the blinding flashes from his vision and focused on his destination. I MUST make it to the Tower and report in! Ducking and weaving in between the narrow houses, the halfling darted in the direction of the Tower as fast as he could.

Double move, plus another Ki point for movement. So 60' total movement which should take him well off the map. He's trying to move as close to directly towards the Tower as possible and if he hits open ground he will run


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin's already well past Ian, but Valdr is/was good-aligned and could give Ian a nice "wakey-wakey" kick as he passed by on his retreat.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Fair question RE: fight or flight. Taking out the "gnome" (we know he's actually a dwarf, but whatever) could be a great example of a good offense being the best defense. They lose a lot of combat mobility without him. The witch can still cast spells and fly after us, but the rest of them are not that mobile. So I'd say do it if you think Ian would. However, I'd also say don't metagame: Ian wouldn't want to die if he could avoid it, and I doubt he'd be comforted by knowing that you'd roll up a new PC in RL! But it really might be the best course ofd action at this point to try to take out the "gnome".


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

I'll admit that Valdr's appearance looked a bit Deus ex Machina to me as well, but if you say you planned it all along I believe it. Tomlin had been regularly communicating with HQ and they knew the targets we were after were important.

Not sure if Valdr's appearance will stave off a TPK or not, but it may not matter much. Assuming PvP possibilities will remain a significant factor in this game, we all will likely need to look at changing out characters if we want to stay on. Even with guard support and a surprise appearance by an old ally, we clearly are no match for what the other group(s?) has/have put together.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Right, forgot about the -2 on saves. Even with the -4 Tomlin still auto-makes DC10 acrobatics checks. The acrobatics check to avoid the AoO from the monk should be 15 then, not 19.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

OK then, I assume that means no sneak attacks either then, yes?

As the blindness set in, Tomlin felt true desperation for the first time since the brutal training he endured to become a Friend of the Tower. His plan was in ruins, team members were down and presumed dead. All was lost. Gathering his wits and trying to retain his memory for the landscape along with what he could hear, the halfling pivoted towards the east and darted in that direction. Gauging the distance to where he saw the monk appear, he dove into a defensive roll as he passed underneath the foe and continued on at full speed toward Ian. Get out of here! Run! he shouted at the ex-guardsman as he went by the man.

Double move action, with ki point for extra movement, heading east and then NE to C52. I'm assuming that is the direction we came from. He'll use acrobatics when passing by the monk to avoid an AoO.

Acrobatics Check to avoid AoO 1d20 + 15 ⇒ (4) + 15 = 19


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Well....I'm thinking about running, but not sure it'd help. Tomlin is LE, so in his mind everyone is expendable for the "good of the order", but I just don't see how Tomlin could conclude the group will live through this. Serelina is dead and Tavrus is as good as dead (sorry....). Edric won't do anything but make sure nobody attacks Tavrus, but at -6hp Tavrus might just bleed out on his own. In any event, this group would make short work of the undead. That leaves just Tomlin and Ian. Tomlin is glittered (so he can't hide) and blind. Ian is at full, but alone. And both Ian and Tomlin have poorer Will Saves vs. a witch who could try to slumber us vs a DC 19. Tomlin and Ian both only have 20' move rates. We know at least the monk and the witch can fly, and presumably a lot faster than us.

Honestly I doubt we'll live another round or two. If they are smart (and so far their tactics have been quite good), the monk will pummel Tomlin and the witch will slumber Ian. And that's if we run or not. Tomlin's fatalistic and not afraid to die for the Cause. So part of me is thinking that he takes a desperation run up the side of the building and kill the held guy (if he is still held by then). I'm pretty sure the guy in armor is Anthony, the leader of the criminals.

Not decided yet...might still run. Just noting that it looks really, really bad either way.

EDIT: just saw the GM's response on main thread. Blinded, Tomlin can't CdG, so the plan to kill the held guy is moot. Looks like it is indeed time to run...not sure it'll help though.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Save vs. Blindness 1d10 + 6 ⇒ (8) + 6 = 14

EDIT: wait, wait, wrong dice again 1d20 + 6 ⇒ (11) + 6 = 17

And it doesn't matter....sigh. Glitter Dust is a 2nd Lv spell, which means the half-orc has as +6 ability modifier to the DC. Ridiculous.

Steps from the wall, Tomlin focused on rapidly ascending the wall and hopefully ending at the least the threat of the paralyzed thug. Just as the Halfling was about to make his move, disaster struck. He watch out of the corner of his eye in shock and Tavrus crumpled to the ground, then turned back to wall only to have a scintillating blast of flashing lights tear all vision from him.

So...yeah. We're screwed. Pretty much out of ideas myself. @GM: Could Tomlin still attempt to climb the wall and the following round CdG the armored guy now that he's blinded?


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Tavrus: It's challenging to get a good 30' radius spell off without collateral damage, but even harder if the map isn't coming in correctly for you. When your turn comes up I'll try to eyeball good spots to channel. Given your current spells, channeling is by far your best action aside from healing when you can.

@Ian: yeah, we'll see. It's a shame because I really like this campaign world. None of our characters are remotely optimized, guess I should have realized the role that would play from the beginning. Oh well.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tavrus has selective channeling. If he went to F46, he could channel and exclude Tomlin, Ian and the Guard-cleric to the south. No one else on our side is within 30' radius of his position. That would get both half-orcs we're fighting as well as the armored guy. That would certainly help.

The situation isn't ideal, and IMO the biggest problem we have is being up against a group of players who are WAY more into PC optimization that we were. But I do think we could do a better job tactically here. Balling up in the house just allows them to surround us such that one of their spellcasters can lob things into the house while their best warrior (probably the armored guy with the claws) just mauls us one by one. Plus, in that situation there is no chance to run.

I think Ian using his bow and Tavrus setting up negative channels every round is probably our best way to fight this. We are probably going to lose, and at some point might consider running, but let's at least give it a shot.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Fort Save for Tomlin 1d20 + 5 ⇒ (16) + 5 = 21

@Ian and Tavrus: Could use some support out here. Ian I think has a bow, that would be handy. They'll try everything to stop it, but I'm hoping the armored guy keeps failing his save and I can CdG him.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin's Reflex Save 1d20 + 11 ⇒ (5) + 11 = 16


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Given that Tomlin would not be aware of the armored guy at D44, it would be metagaming to see a direct, immediate, 1-rnd-lethal threat to Serelina. The half-orc witch couldn't coup de grace, and no one else could reach her in an action. Plus, there's a chance the witch fails the fort save and falls unconscious from Tomlin's poisoned shuriken. So, no, he'll keep his original posted action. His movement should end very near Serelina's position, meaning that if for some reason she doesn't wake up by his next turn he has a decent chance to wake her up then. The fire will likely do it before he does anyways.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Fact check me on a few assumption first. 1) Tomlin can't see the armored acid-claws guy because he never attacked Serelina out of Invis. 2) The flying half-orc witch is more than 5 ft away from Serelina at the start of Tomlin's turn. 3) Serelina will take damage from the fire (assuming she fails her very difficult save) at the start of the half-orc witch's turn. 4)The edge of the roof where Serelina lies is ~15 feet (and more than a full-round's successful climb for Tomlin) above the ground.

Assuming the answer is "correct" to all of these, Tomlin will still do his sneak-attack-Shuriken-throw at the half-orc witch.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

D44 appears to be on the roof of a building. Assuming that is correct, Tomlin will keep his originally posted action.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

That's what I'm thinking. I suppose it's possible make a reflex save while helpless...Dex=0 so -5 penalty...so don't roll a 20! And if Serelina hadn't gone yet I don't see why she wouldn't get a full action when she wakes up. GM's call though, I suppose.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

I'm guessing Serelina will get woken up by the fire damage from the other half-orc's spell. If not, yeah that's a priority


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Well, Tavrus could be bolder with negative channel since that has range but this combat is a bit of a wake-up call. We seem to be vastly less optimized than those we are up against.....


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Seeing Serelina go limp in mid-air, Tomlin streaks out from the shadows with a burst of speed. As he closes in on the flying half-orc's position he lets loose with the poisoned shuriken in hopes of bringing the half-orc down.

Move action, plus burst of speed via Ki to get to E40. Then throw Shuriken at flying half-orc. Should be at 30 feet for sneak attack assuming half-orc didn't spot me before.

Attack vs flatfooted AC 1d20 + 11 ⇒ (7) + 11 = 18

Damage, if hits 1d2 ⇒ 2 + 3d6 ⇒ (4, 4, 5) = 13 + 3/rnd bleed + DC 13 Fort or unconscious


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Just want to make sure I understand the scene. The half-orc who cursed at us is on the roof of the building that Tavrus is in. The half-orc that hexed Serelina is flying, also at about roof level. The only other enemy Tomlin can see is at D33 and also on a rooftop. Finally, because Tomlin made his reflex save he takes no damage from the cursing spell. Let me know where I'm wrong.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Tavrus and Ian: wanted to get a sense of your strategy here. Is breaking into the house just to take cover? At some point we are either going to need to flee or take the fight to the enemy. Just wondering as to how breaking to the house accomplishes either.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin Reflex save vs. Half-Orc.....rant 1d20 + 11 ⇒ (12) + 11 = 23

-2 for Evil Eye cancelled out by +2 for Stealth


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Assuming Tomlin believes that he still has cover and/or concealment against all known adversaries he will again just stay put and hidden in the square he's end. This spell can end any time now....


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

I'm traveling for the next week+, posting may be sporadic


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: OK then, in that case Tomlin would not have climbed. No other action this round but to stay hidden in G51 and hope the nausea passes. Add +2 to Stealth this round due to not moving due to No Trace class ability.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Would it be possible to climb while in stealth up the side of the building, assuming that in doing so I would have cover from the flying half-orc? If so, that's what Tomlin will do.

Climb Check 1d20 + 7 ⇒ (5) + 7 = 12

EDIT: For me the map wouldn't open...YMMV


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Fort Save for Tomlin, with -2 penalty 1d20 + 3 ⇒ (18) + 3 = 21

@GM: Would the guard actually see Tomlin? He was in Stealth, which I suspect Vaek saw through either because of a really good Perception check or because Tomlin didn't have cover/concealment against him. Highly unlikely the guard would beat Tomlin's Stealth check, but its possible Tomlin did not have cover/concealment vs. the guard. I'll respond below as if the guard really did see him.

He is using invisibility, he probably is not far. Do not believe what he says about belonging to the merchants. In fact, believe nothing he says, it is all lies. Still nauseous, Tomlin works his way in Stealth to G51 in hopes of being hidden from his adversaries.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Tomlin has uncanny dodge, which allows him to keep his dex bonus when flatfooted or vs. invisible attackers. I'm guessing that means the attack still hits but doesn't do extra damage


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Yes, Tomlin would like to get to I52, or just J52 if that would be sufficient to Stealth vs. those coming down that ally from the west. And I agree with Serelina...our actions are really going to depend on how soon the nausea resolves.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin grits his teeth as he attempts to keep his stomach from heaving at the awful stench. Taking in the clean air, he motions to his companions to fall back to the next set of buildings.

First full round out of the cloud, 1-4 rnds left. Single move action to J50 attempting stay in Stealth. I'm thinking we'll be better off making our stand around the I thru L, 52 to 54 squares on the map. That will require some movement on their part during which we can hopefully get rid of the nausea effect. Don't bunch up too much though to prevent another stinking cloud from being so effective. I'm REALLY coming to hate that spell....remind me to have Tomlin make Antitoxins.

Tavrus: I'd recommend pulling Edric back at bit towards the group on his next turn.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Fort Save vs Cloud 1d20 + 5 ⇒ (3) + 5 = 8

Tomlin feels the unfortunately familiar experience of nausea wash over him again, and attempts to back out of the cloud.

Can't see the map right now, but basically will take a move action to move north and east, putting the cloud between himself and the enemy. Hopefully he can stay in stealth too.

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