Thief

Cona Hamath's page

40 posts. Alias of willvr.


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Scout 8

January is equally my busiest month as well - and currently we have had two personnel changes so we're effectively short-staffed as well. I may not post much if at all until Feb.


Scout 8

A nod from the scout.

"Preparation, preparation..."

Unlike others, no spells to prepare or the like, but even so.


Scout 8

Cona had been quiet for some time, though never moving very far away. Then again, it was quite easy to lose track of the scout - he really was very good at stealth. He'd actually been quite quiet ever since the battle - he was not really at home in urban environments as much. For now, he continued to just watch, letting his more social companions take the lead.


Scout 8

Sorry all, back now. Had some things to take care of. Heat killing me tonight, so will post tomorrow.


Scout 8

Will send you an email later today; there's been a heck of a lot happening.


Scout 8

Sorry all, shake up at work, post tomorrow.


Scout 8

Yeah, play what you want. But also don't play a wizard because you feel we need one - West has already indicated he'll recruit for an arcane type if needed.

Just figure out what you'd prefer and indicate which you'd prefer to do, and we can go from there.


Scout 8

Cona has heavily invested in feats to make him better at melee - that means though, to really be as effective as he was in that combat, he needs to be moving around 40' - though 20 would get him the damage; but his AC amplified if he gets to 40.

I like Cona, so leaving it in Morgrym's hands; but if given the choice between Cona and Ferah, a very heavy-hitter, (probably not quite as much damage potential if all circumstances align, but probably comparable once combat has begun, and so is not in a charging/leap attack advantage), would take Ferah - especially as more thought about where to progress from where she's at, as with Cona I have no real plans of future development.


Scout 8

Cona was effective because the terrain allowed him to constantly be on the move - dungeons often don't allow that. Working around a lockpicker isn't too bad, it's a trapfinder that's more of an issue.

I'll leave it up to Morgrym, as Ferah would be overkill if Morgrym is around, but I prefer divine-types and bruisers most of the time. Ferah was one of only two times I deliberately created a character to ultimately qualify for a prestige class.


Scout 8

If Morgrym -really- wants to change, I have a more pure heavy-hitter from a game that recently ended - another of yours West, though not entirely certain if Ferah's not too powerful with the gear she has.

Cona requires a heck of a lot of area to be effective; and dungeons often don't allow this - but not sure how much the loss of thief skills would impact.


Scout 8

I personally wouldn't allow a CDG with non-lethal damage. The whole point of a CDG is you're deliberately going for the vulnerable spots to make sure they don't get up again. I find it unlikely to deliberately go for a weak spot with non-lethal damage and not expect there to be lethal consequences. I might allow the auto-crit, but not enforce the fortitude save that goes with it. If you want the fortitude save, you have to do lethal damage.


Scout 8

In regards to the mistake on the flurry - you've also pretty consistently had the monks trying to trip Cona all combat due to his AC - I was more curious than anything. It's a tactic as players we use all the time - if a creature has a really high AC, see if you can use touch attacks'. So why shouldn't NPCs?

In regards to non-lethal, all I could find is you go unconscious when the damage exceeds your current hit points - though death by massive damage might come into it. I can find the rule alluded to by Reonnyn under Pathfinder, but not 3.5.


Scout 8

My rolling has been very sucky last few rounds.


Scout 8

OOC: You're kidding - he got exactly what he needed?

IC: Cona grimaced, this was getting very dicey. The problem was that their big-hitter was too intent on damage as opposed to protecting himself. He didn't like his odds, but he struck out from the ground at the monk, before clambering to his feet. Either way might spell the end for him, but this way at least he might do that little bit more damage that helped swing the combat their way again.

OOC
Attack the blue monk from prone, then stand up provoking AoO, then five foot step north-east to make it harder for them to gang up on me.
attack: 1d20 + 8 ⇒ (1) + 8 = 91d6 + 3 ⇒ (5) + 3 = 8 - prone being taken into account.


Scout 8

OOC: That's correct.


Scout 8

Cona weighed up his options. He could attack the one he was currently flanking with, then moving away before being attacked - or he could try to do his trick, and maybe take the other monk down for the count. He took a deep breath, knowing that mobility was his strength, and moved away without attacking, dancing around the monks before finally closing in on the other monk.

OOC:
Will provoke one AoO from first monk, but as I have mobility, will have AC of 28. I've counted the grids out, and I can move 40 feet without provoking from the other monk, thus bringing full skirmish into play again - one last ditch attempt! AC will also be 30 until the beginning of my next turn.

attack with skirmish: 1d20 + 12 ⇒ (2) + 12 = 145d6 + 3 ⇒ (1, 5, 6, 1, 3) + 3 = 19


Scout 8

That's likely two misses; will probably be out this round barring luck.


Scout 8

Cona really was in a bad way - the terrain suited him to a certain extent, but being able to isolate him for long periods of the combat and he wasn't a superb warrior, meant he was really on his last legs. However, he had to make the attempt. The pits all over the place didn't help matters - under usual circumstances, he'd set himself up for a skirmish next round, but doing so would put him too close to those pits. Maybe if another ally came over here, he'd chance that, but for now his best bet was to hope like anything they could take down this other one.

OOC: Stand, provoking AoO - if he is still up, full attack.

full attack: 1d20 + 12 ⇒ (1) + 12 = 131d6 + 3 ⇒ (6) + 3 = 91d20 + 7 ⇒ (8) + 7 = 151d6 + 3 ⇒ (5) + 3 = 8


Scout 8

Hey West, can you tumble from prone?

Just trying to see how I stay up this round; though bad rolls could come into it with my decent AC.


Scout 8

Cona frowned. Everyone else seemed to be out of the combat for now, which put him in a really nasty situation. He could try to just flee, but the monks could keep up with him. Until there was someone else to draw his fire, he was in a very precarious situation. As such, he moved to try to minimise the advantage they had, and focused on the injured one.

OOC: Sigh. Full attack on the blue monk, five foot step east to make it harder to be flanked.

full atack: 1d20 + 12 ⇒ (3) + 12 = 151d6 + 3 ⇒ (1) + 3 = 41d20 + 7 ⇒ (2) + 7 = 91d6 + 3 ⇒ (1) + 3 = 4


Scout 8

I think Cona is a shield that avoids getting hit more than anything.

I wondered briefly whether skirmish damage would be allowed; figured West nor the module would stack up the odds that much against anyone who wasn't a pure fighter. You can smirksh unarmed if you have the right feats, for non-lethal damage.


Scout 8

Cona frowned, but unlike the last battle with this group he'd had, he was in an area that allowed him to choose his strengths. It was a bit of a risk, but he backed himself, and circled back around to the one standing over Morrow.He knew it wouldn't be long with him dancing around like this, that they'd start to focus on him - he was far from the most dangerous fighter, but in open areas he could be quite dangerous - more so when there were enough other distractions around though.

OOC: Another 40 foot move, for similar stats to last round - will provoke AoO from the first guy, but due to mobility, +4 to AC.

AC from AoO: 28
AC after I've made my move: 30

Attack: 1d20 + 12 ⇒ (16) + 12 = 285d6 + 3 ⇒ (5, 2, 2, 6, 6) + 3 = 24


Scout 8

Cona frowned, and moved quickly to help Morrow, striking and then dashing back.

OOC: Reading map as best I can, but assuming I can do this, move west 20 feet, attack, then west 20 feet. As such, Skirmish, improved skirmish, and expeditious dodge all play into it, and spring attack so I don't provoke AoO against him. So total AC is 30 if my calculations are correct. 24 normal, +4 for skirmish, +2 expeditious dodge. If I accidentally provoke any AoO as well, mobility will improve that AC by another 4 for those attacks. Extra damage is +4d6.

attack: 1d20 + 12 ⇒ (20) + 12 = 325d6 + 3 ⇒ (3, 6, 6, 2, 5) + 3 = 25

confirm threat: 1d20 + 12 ⇒ (9) + 12 = 211d6 + 3 ⇒ (6) + 3 = 9

OOC: Either 25 or 34 damage if the threat is confirmed.


Scout 8

It's amusing you think Cona is a meatshield.

And West, sorry I haven't added some standard adventuring equipment yet - I have some ideas, but really struggling to come up with anywhere close to the amount of money left over for that.


Scout 8

Cona merely nods, and grabs his weapon, making sure it was properly protected from dealing lethal damage. He did not expect to be able to win - 3 expert unarmed combatants, and only 4 of them. The odds were not great.


Scout 8

Sorry all, having a few issues with my back this week. Also feeling like I can't turn around with a new meeting at work!


Scout 8

Sorry if mine is causing massive issues West.

I could try to redo them as the 'new characters' on the old board, but you would still need to reformat them.


Scout 8

Cona looks thoughtful - a challenge to prove one as the best isn't really something of great interest, but the reward though... weapons being blunted made it more likely, but still. Finally a step forward and signing of the name was done, though wasn't entirely happy with the situation.


Scout 8

Still here, no preference though.


Scout 8

I think I have closed to max ranks in hide, will need to doublecheck my sheet. I'll wait till you've put them in your format though, West.


Scout 8

I don't think there's anything I can get for that money that would benefit on top of what I already have.

As I've literally just joined, will leave it to the rest to choose future plans.


Scout 8

A grimace from the scout, but she attempts to move into a better position.

OOC:
tumble: 1d20 + 15 ⇒ (3) + 15 = 18
Also total defense. Tumble to around the corner to let someone else in to fight it if possible. Cramped confines not really my strength.


Scout 8

fortitude: 1d20 + 5 ⇒ (2) + 5 = 7

OOC: Get a proper post out later for all the good it does. That save will fail.


Scout 8

Quick as anything, the scout then grabbed for his ring and put it on, annoyed that he was already in close combat.

OOC: Yuck. Given I'm already in combat, skirmish isn't really going to work, especially here. So I'll take advantage of the fact that I act before everyone and hope it's still flat-footed, put on my ring of protection which boosts my current AC to 21.


Scout 8

Just before I post, a couple of questions.

Can I continue to collect my items as the fight goes on?
Any chance I already had my weapon in hand as the fight started?


Scout 8

Cona makes sure he's fully equipped for when the combat inevitably breaks out.

OOC:Just making sure he's wearing all his equipment first! Then fight... possibly.


Scout 8

Cona, unless stopped, will not only start collecting his old equipment, but start putting it on, and grabbing his sword.

OOC: In case it matters on the order - mithril shirt, rings, gloves, amulet, cloak.


Scout 8

So that'll give me 59 hit points.

I'm fine to just skip it to avoid confusion for me if no-one else, unless someone really wants to.

I may have missed it, but do we have our gear or as former prisoners do we have none?

Sorry, haven't done PbP for about a year!


Scout 8

hit points: 7d8 ⇒ (7, 5, 2, 7, 2, 1, 4) = 28


Scout 8

Ta-da.

Hey West, did we fast forward through introductions there?

If we did, can I roll my hit points here?