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991 posts. Alias of Tin Foil Yamakah.


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I just wanted to add that whomever DM's this group is in for a treat. If I had the time I certainly would love to again.


Nothing earthshattering here but these work for our group

Houserules:
Everybody
All classes get a minimium of 4 skills per level
Start with 150 gp.

Default perception which assumes you are always taking 5 on Perception unless you specifically say otherwise.

You may take the Favored Class Bonus from any race.

There are no prerequisites for Prestige Classes i.e. You may enter them at first level

There are no Class Skills i.e. You put a rank in it you are trained.

The Toughness feat now includes Endurance and Die Hard.

Mobility:Merged with Dodge.
Dodge Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Consolidated Skills
Skill Stat

Perception: Perception & Sense Motive: Wis
Survival: Heal & Survival: Wis
Performance:Disguise & Perform: Cha
Athletics: Jumping, Climbing & Swimming: Str
Acrobatics: Acrobatics, Escape artist, Fly & Ride: Dex
Finesse: Stealth, Disable Device & Sleight of Hand: Dex
Influence: Bluff, Diplomacy, Intimidate Cha
Nature: Handle Animal & Know dungeon, geography, nature: Int
Religion: Know Religion & Planes: Int
Society: Lingustics & Know History, Local, Nobility: Int
Spellcraft: Spellcraft, UMD & Know Arcana: Int

For each negative level, -1 to any d20 roll, -1 to level-dependent class features, and -5 HP.

Wands and potions always grant the average amount of HP.

A character who dies comes back with a negative trait(Chosen by the DM)This can be removed with DM Fiat. A character is dead when they reach negative con + level

Chainmail bikinis grant an armor bonus equal to the wearer's Charisma bonus, plus any relevant enhancement bonuses.

Automatic Bonus Progression:
: In order to face the dangers of the game, characters in the Pathfinder RPG normally need items that grant bonuses to their statistics. With this variant, characters instead gain those bonuses automatically as they increase in level, allowing them to use magic item slots for more interesting items.

All characters gain the abilities listed on the table below when they reach the appropriate level. Decrease character wealth by level to half the normal amount. The automatic bonuses are often more beneficial than that reduction in wealth, but characters have less flexibility, so the advantages and disadvantages balance out. Items that only grant bonuses to AC, saving throws, and ability scores don't exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor do exist, but grant only special abilities, not enhancement bonuses; calculate their prices with the table below.

1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Physical prowess +2
7th Mental prowess +2
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
9th Armor attunement +2, weapon attunement +2
10th Deflection +2, resistance +3
11th Physical prowess +4
12th Mental prowess +4
13th Mental prowess +4/+2, Physical prowess +4/+2, resistance +4, toughening +2
14th Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
15th Armor attunement +3/+3 or +4, physical prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4
16th Deflection +3, mental prowess +6/+2 or +4/+4, toughening +3
17th Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5
18th Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5
19th 3 legendary gifts
20th 5 legendary gifts (8 total)

Armor Attunement: The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level. At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus. At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus). At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus. At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus. At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

Deflection The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Legendary Gifts: The character gains three legendary gifts at 19th level and five more at 20th level. (If you're using the variant with no magic treasure, characters gain seven more legendary gifts when their effective level reaches 21 and eight more when it reaches 22.) Select these legendary gifts from the following list.

Legendary Ability: Gain a +1 inherent bonus to any ability score. You can select this legendary gift multiple times, and it stacks up to +5 in any one ability score.

Legendary Armor: Your enhancement bonus from armor attunement increases by 2. If you are attuned to a suit of armor and a shield, you can either increase both bonuses by 1 or increase one bonus by 2. The enhancement bonus on a single attuned item can't exceed +5, but you can use the excess to add special abilities to the armor or shield (see Magic Weapons and Armor). You can select this legendary gift multiple times; it stacks up to +10 on any one suit of armor or shield.

Legendary Body: Increase your bonuses from physical prowess to +6/+6/+4. This counts as two legendary gifts.

Legendary Body 2: Increase your bonuses from physical prowess to +6/+6/+6. You must already have legendary body to select this legendary gift.

Legendary Mind: Increase your bonuses from mental prowess to +6/+6/+4. This counts as two legendary gifts.

Legendary Mind 2: Increase your bonuses from mental prowess to +6/+6/+6. You must already have legendary mind to select this legendary gift.

Legendary Shieldmaster: Gain a +5 enhancement bonus from armor attunement for both your armor and your shield. You can select this legendary gift multiple times, choosing a different attuned suit of armor or shield each time.

Legendary Twin Weapons: Gain a +5 enhancement bonus from weapon attunement for two weapons at the same time. This counts as two legendary gifts. You can select this legendary gift multiple times, adding an additional attuned weapon with a +5 enhancement bonus each time.

Legendary Weapon: Your enhancement bonus from weapon attunement increases by 1. If you are attuned to more than one weapon, you can increase only one weapon's enhancement bonus in this way. The enhancement bonus on a single weapon can't exceed +5, but you can use the excess to add magic abilities to weapons (see Magic Weapons and Armor). You can select this legendary gift multiple times, and it stacks up to +10 for any one weapon.

Mental Prowess At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases to +4. At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus. At 15th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus.

Physical Prowess At 7th level, the character chooses one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus. At 12th level, this bonus increases to +4. At 13th level, the character chooses a second physical ability score to gain a permanent +2 enhancement bonus. At 16th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third physical ability score to gain a permanent +2 enhancement bonus.

Resistance: At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Toughening: At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Weapon Attunement: The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

Magic Weapons and Armor: In this system, magic weapons, armor, and shields never have enhancement bonuses of their own; those bonuses are granted only through attunement. Any weapon, armor, or shield special abilities on attuned items count against a character's enhancement bonus from attunement. To determine an attuned magic item's enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement. (This applies only to special abilities whose cost is equivalent to an enhancement bonus, not to those that cost a flat amount of gold pieces.) For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar. If a character doesn't have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon's power on its own, but the weapon gains no enhancement bonus.

In this system, adding bonus-equivalent special abilities to items costs significantly less because you are paying only for the special ability, not for a base enhancement bonus (see the table below). To determine the price of specific weapons and armor, remove the flat enhancement bonus and reduce the item's cost by the amount listed on the table below. For example, a flame tongue is normally worth 20,715 gp, but under this system, it would lose its +1 enhancement bonus and its price would be reduced to 18,715 gp. Specific weapons and armor can be attuned; they then grant the character's enhancement bonuses from weapon attunement and armor attunement as normal.

Base Price Modifier
Weapon Cost
Armor/Shield Cost
+1 2,000 gp 1,000 gp
+2 8,000 gp 4,000 gp
+3 18,000 gp 9,000 gp
+4 32,000 gp 16,000 gp
+5 50,000 gp 25,000 gp

Martials:
There are a number of instances in the core Pathfinder rules that require a character to “borrow” against the next round’s actions. The most prevalent example involves taking an immediate action, which counts as a swift action the next round. Another example is the Step Up feat as written in the Pathfinder rules, which counts as the next round’s 5-ft. step. These sorts of Faustian bargains disproportionately inhibit martial characters, and are therefore abolished in these house rules. Unless otherwise noted, actions from a future round do not need to be “borrowed against” in order to take actions in the current round..

Bravery grants +1 Will instead of +1 fear resist.

If you are using Two-Weapon Fighting, you must take your attacks in pairs (one primary, one off-hand) when possible, unless you also have the Improved Two-Weapon Fighting feat.

The three feats, Power Attack, Deadly Aim and Combat Expertise are no longer feats but combat 'options' that any character, NPC or monster may use at any time they choose. Characters count as having these feats for the purpose of qualifying for other feats and abilities.

The feats Weapon Finesse and Piranha Strike no longer exists and any character, NPC or monster may use their dexterity modifier in place of their strength modifier with any 'finessable' weapon. Characters count as having these feats for the purpose of qualifying for other feats and abilities.

The feats Two-Weapon Fighting and Vital Strike automatically upgrade into their Improved and Greater versions when the requisite BAB and DEX score is reached, they count as themselves AND the Improved and Greater versions once the requisite BAB is reached for the purpose of qualifying for other feats and abilities.

ANY Improved Combat Maneuver feat now automatically scales into it's Greater version when the BAB prerequisites are reached and counts as both feats for other prerequisites. Performing combat maneuvers now only provoke AoO's from a failed combat maneuver attempt.

There is no exotic weapon category, instead they are considered a martial weapon

Casters:
Sorcerer Bloodline/Oracle mystery spell progression gets their bonus spell on the Wizard/Cleric progression. A fire-bloodline sorcerer should not be waiting until level 5 to cast scorching ray or level 7 to cast fireball. It is however, cool that a 5th level Fire sorcerer's only 3rd-level spell known is fireball.
Detect Magic does not detect illusions or abjurations. The range of this spell is reduced to Touch. Lingering magic auras can still be detected, but you must be in the same space as the former effect.

Protection from Evil/Magic circle spells work like the Light vs. Darkness spells i.e. Pro evil(First level Spell prevents Charm Person, Magic Circle prevents Suggestion).

The Heighten Spell Metamagic feat is a freebie for casters.

Creatures taking damage from a Dazing spell are also dazed for 1 round. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can attempt a Will save (DC 10 + level of the spell + your Cha/Int modifier) to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot two levels higher than the spell’s actual level.

Dazing is a mind affecting effect. And therefore creatures like undead are immune. Once a creature has been affected by Dazing every round after the first it can make a Will save to act normally for that round. If the creature is subject to continuous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round Dazing Spell is included in things that have immunity to stun, paralyze.

Spells that deal a particular type of energy damage (Fireball, Lightning Bolt, etc.) may be added to a spellbook or as a spell known with a different energy type than listed, within reason; Fireball can become “Acid Burst” or Lightning Bolt can be called “Frost Bolt”. and deal the appropriate energy type when calculating damage. These are treated as separate spells, and a spellcaster must learn the base version of the spell if they wish to cast it with that energy type. Spells with additional effects that are dependent on their energy type may have that additional effect changed or will not be allowed to changed, subject to DM discretion.

The Selective Channel feat is a freebie for Divine casters.

Breath of Life is called Cure Deadly Wounds; classes that automatically receive Cure spells also receive Breath of Life, and it can be spont-cast by clerics as if it were a Cure spell.

With spells that heal, the dice that are rolled are the average HD of the target, rounded to the nearest die. Cure-like spells on a barb would be xd12+x. Fighter 3 Wizard 3 would be xd8+x. Channel is also affected. Cleric 3 channeling would heal the wizard 2d6 and the barb 2d12. Of course, pre-calculate your "healing die" when you level to speed play
Clerics may choose any two domains they wish so long as they are appropriate for their god.

Spells(and abilities duplicating the effects of spells) with the [scrying] or [teleportation] descriptor cannot penetrate to an area that is entirely enclosed by more than 1 ft. of solid stone, 3 ft. of earth, an inch of metal, and/or a thin coating of lead. This guideline, provides a rationale for both castles and dungeons.
Kings live in stone castles, not only for defensibility from armies, but for secrecy; if a need to teleport or use divination magic comes up, they can go to an outside room and open a leaded-glass window, but while inside an inner room with stone walls and a lead-lined door, their councils are protected from eavesdropping and teleporting assassins.Many wizards likewise live in stone towers with designated divining and transportation rooms open to the outside. Tombs and cultist headquarters are typically found in dungeons underground. Divination and dimension door effects within a dungeon or building itself are normally not affected, as long as the doorways, rooms, and corridors provide “open” lines of effect within the complex itself. However, rooms with stone walls and thick stone or metal doors would inhibit the effect.


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I Eat Cannibals

It was fun to DM you guys, you are a good group of people. I wish you luck in your further adventures


I Eat Cannibals

Just wanted to let you all know that I'm still hovering around


I Eat Cannibals

You can get those items Percy


I Eat Cannibals

Neela you have plenty of time to craft those items.

Craft Rules:
I find the crafting rules a bit tedious, I play that you can craft whatever item you want as long as it's downtime . No dice rolling . If we are in the middle of the adventure then there is no crafting.


I Eat Cannibals

Will saves are pretty important Herzag. Your AC is pretty decent, I just rolled really well.


I Eat Cannibals

You can get either one or both Neela


I Eat Cannibals

Percy with rolls like that you find an armory full of fighters. They have zero interest in your magicky stuff


I Eat Cannibals
Neela wrote:
DMTFY - can Neela craft things while on the way to the islands, or does she need to wait until arriving to get supplies?

Here is my rule on crafting, if you have downtime and the feat. Congratulations you have made the item


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I Eat Cannibals

You all are free to go shopping and whatever piratey stuff you feel like


I Eat Cannibals
Ash wrote:
So are they actually part of the Shackles, and the Pirate nation itself, or are they just a little apart from all of that?

You know I could not dig anything else up on them besides what i posted earlier. I assume they pretty much keep to themselves and as long as you pay the shogun, follow the law and don't have slaves. You should be OK


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I Eat Cannibals

Looks like it's smooth sailing into the harbor of Genzai. The harbormaster will ask for a tribute to his high shoguness, but other than that you are free to bop around

Percy wrote:
She just lets me play captain really, its good for my ego :P

I understand, I'm married. When we married it was decided that I would make the important decisions and she would make the minor decisions, do you know in nearly 20 years there hasn't been any major decisions


I Eat Cannibals

Percy why don't you make 3 profession: sailor checks on our way to Genzai

History 15:
The Sublime Shogunate of Ushinawa was founded in the Ushinawa Isles by the samurai patriarch Tanagowu Useme nearly two centuries ago. Grown tired of the labyrinthine intrigues of Minkan politics, Useme led seven ships from Minkai to the Shackles on a journey halfway around the world. The fiercely independent samurai and his rowdy followers first set foot on what is now the largest of the Ushinawa Isles. The proud warriors fought the murderous kuru natives who populated the stony Ghol-Gani ruins that dotted the island. The bloody fighting lasted one month, and at the end every kuru was put to the sword.
The warriors and the Tian-Min sailors and servants who accompanied them established the new limestone town of Genzei, and within four years the nine other islands of the archipelago were similarly cleansed of their natives. The descendants of Useme have reigned these two centuries, though not without numerous challenges, as the arrogant and aggressive samurai offer their fealty only to the ruler who proves strongest.

Local 15:
The current Shogun is Tanagowu Heigo. All pirates who call Ushinawa Isles their home pay a hefty tribute to the Shogun, but otherwise the isles boast great independence.
Most inhabitants are descendants of the original Tian settlers but elves soured by the Witch-Queen Kaala of Kepre Dua have made a home in the Ushinawa Isles, appreciating the bold meritocracy of the shogunate. A large number of tengus retire from their seagoing life to live here, usually tending shops and taverns or working the docks. Ushinawa samurai scorn slavery and refuse to permit enslaved persons on the islands.
Though the islands have been cleansed of kuru and Ghol-Gani threats, adventurers still occasionally find entrances to deep dungeons. Most such sites are marked and sealed off immediately.


I Eat Cannibals
Herzag wrote:
Not sure what I would need to roll DMTFY - some sort of Profession? :D

You know you could go all silence of the lambs on her and make a suit for yourself =)

Randall wrote:
Randall will set two details, one to move the catapult from the Thresher over to the Bounty and install it on the foredeck. The other detail will scour the island to gather stones big enough for the catapult.

Not a problem

Percy wrote:

While the other's prepare the ship, The captain would go ahead and head back to show quickly, to let his 'wife' know what his next move and plans were. After all if they were to be a business arrangement and partner she should be kept in the loop.

All that done he would head back to their ship, overseeing the other officers, talking amongst the crew and planning their next moves.
Incidently stopping by those nearby Unishawa islands and making diplomacy with them in a way slash shopping.

Just let me know when you are ready to set sail


I Eat Cannibals

Besides the cash and gems you recovered, there are 6 potions of water breathing. The thresher does have a catapult(standard) 6D6 damage


I Eat Cannibals
Ash wrote:
So we effectively each gain another 5500gp we can spend, but nowhere to spend it right now?

That is correct, though it seems you all are making a stop at the Unishawa islands before heading off to Mancatcher Cove


I Eat Cannibals
Rhialla wrote:
For the parachute idea, a bunch of Snapleaves would do the trick. Talk about Ghost Recon.

That's a great idea and yet another magic item I was unaware of


I Eat Cannibals
Percy wrote:
Something like that... you know the ability to have a half dozen to a dozen pirates land on your deck after being shot off of something could be useful. Even if it was just reduced damage from the fall Percival would look into it. goodness knows we have the crazy crew for it it seems.

How about something like this

On your upcoming journey, you would have enough time to jury-rig something. I mean who can resist the idea of parachuting pirates.

Percy wrote:
Some quick questions, How set up is the island my 'wife' keep is on for say settlers or town building? Are their any sizable ports loosely along the way towards our destination? AND did Knuckles have two +1 spiked gauntlets?

The only structure on your wife's island is the keep and the nice folks within, the reason the island does not have additional settlements is the rocky soil just won't support farming on a grander scale. As for any sizeable ports along the way...

Local or Geography DC 15:

Knuckles did have 2 gauntlets


I Eat Cannibals
Percy wrote:
That knuckles character have any cool loot? :P

Thanks for reminding me, I forgot about about him as you all dispatched him pretty quickly.

Randall wrote:
Randall will cast a detect magic and go over any gear found on Isabella and Knuckles.

Knuckles Stuff:
(2) +1 spiked gauntlets

+1 Breastplate
Belt of Giant Strength +2

Percy wrote:

knowledge engineering: 1d20 + 7 ⇒ (8) + 7 = 15

Is that a high enough engineering check to uh... invent parachutes for the next time we battle a ship. Someones heroics have me thinking of new ways of getting a boarding party on a boat.

What specifically are you hoping to accomplish with these parachutes? Are you looking for a "feather fall" effect?

Neela wrote:
"So, I don't suppose that flying girl had any spellbooks on her?"

She was a sorceress, so no books

We can assume that you all heal up before you set sail. There is enough gold and gems to bring you up to WBL for 6th level, Sadly there is nowhere to spend it


I Eat Cannibals

Damn Randall you have them roll HP, you're hardcore bro.

Ash wrote:

My minimum is 8hps by current rules?

5 +1 at even levels and +2 for Con.

That is correct


I Eat Cannibals

Save your spell Randall, she has sea urchin poison in a false tooth that promptly dispatches her.

Ash: Isabella had a couple of MWK Daggers along with

Isabellas Rapier:
Brine’s Sting is a slim +1 rapier with a hilt guard in the shape of a writhing purple sea snake.
On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound
..
Isabella's lower back tat:
The tattoo depicts the outlines of several small islands. A stylized half sun sits to the right of the islands, while simple images of a monstrous eye and the face of an aged, bearded king are to the left. Beneath the map are five lines of crude verse:
From blue bight's embrace.
Spy the Grave Lady's prize tooth
With the Dawnflower's first kiss
Climb the Captain's wayward orb.
To claim old king's hoard

Geography DC 20:
The islands are an unnamed archipelago in the Shackles north of the Ushinawa Isles and west of Besmara's Throne.
These islands lie 110 miles northwest of Tidewater Rock as the albatross flies

History or Local DC 15:
The monstrous eye represents the Beast of Mancatcher Cove

Religion DC 10:
The Grave Lady is the goddess of death, Pharasma. Dawnflower's first kiss refers to the goddess of the sun, Sarenrae


I Eat Cannibals

Percy you do manage to lasso the annoying sorceress who still has 5 lightning bolts left and reel her in.

COMBAT OVER

YOU MAY ADVANCE YOURSELVES TO LEVEL 6


I Eat Cannibals

Randall's soothing touch has Neela feeling pretty good for someone who took a lightning bolt to the face

Init:Rhi
Neela
Herzag
Percy
Ash

Randall
Isabella.

Randall you should be able to control your Icon on the battlemap, if not let me know

Those in bold may act


I Eat Cannibals

Randall, I'm glad you could make it. Just in case you have not seen this, I have a combat map in my profile. We are winding this boss fight up so you all will have plenty of time to get reaquainted.

Neela wrote:
my trip to Alaska had a turn for the worse when my wife was bit by a husky. Also, glaciers just aren't as big as they used to be. We did our best to enjoy the trip anyway and she is fine now.

That's crazy! I'm glad she's doing alright. You guys have one hell of a story to tell


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I Eat Cannibals

Good News, I may have a replacement player for Randall, I think he'll mesh really well with this group..


I Eat Cannibals

Isabella unloads a Lightning Bolt(Ref 16): 9d6 ⇒ (4, 4, 4, 6, 2, 3, 6, 4, 1) = 34 at Ash and Neela.

Init:Rhi
Neela
Herzag
Percy
Ash

Isabella.

Those in bold may act


I Eat Cannibals

Herzag's dagger hits true.

Percy wrote:
Moving closer and gonna attempt to rope her down, i'm assuming it would take a round to tie what needs tied and get closer.

That will totally work, it's not terribly fun to have an enemy that you cant hit.

Ash donates some more treasure to the locker

Init:Rhi
Neela

Herzag
Percy
Ash
Isabella.

Those in bold may act


I Eat Cannibals
Ash wrote:
Ok, just to be clear, did she just cast a spell within my reach without casting defensibly? Or did she fly up or away 5 feet to prevent that? Did Herzog's dagger hit her at all?

She flew up 5' so as not to provoke(sorry I ran out of map), Herzags dagger did not hit


I Eat Cannibals

Herzag, I fixed your icon so you can now control it.

Isabella backs up 5' and unloads a Geyser(Ref 19) on Randall 1d6 ⇒ 6

Fire Damage: 3d6 ⇒ (1, 2, 1) = 4
Fall Damage: 5d6 ⇒ (5, 1, 4, 6, 1) = 17

Ref save: 1d20 + 7 ⇒ (4) + 7 = 11

Everyone is now back up top and in no danger from the fiendish sharks

Init:Rhi
Neela
Herzag
Percy
Ash

Isabella.

Those in bold may act


I Eat Cannibals

Ash continues practicing the steal maneuver with no success(Third times the charm?)

Rhi fires an icicle at Isabella, unfortunately it melted before contact due to the oppressive heat

Percy refuses to let go of the greasy weapon, however the effort causes him to miss the sorceress with his axe.

Herzag is up

Init:Rhi
Neela
Herzag
Percy
Ash
Isabella.


I Eat Cannibals

Ok It looks like Randall is gone, sad but not unexpected. This brings us to Isabella who unloads a Grease(Ref 16) at Percy's weapon hoping to drop folks into the drink again.

Init:Rhi
Neela
Herzag
Percy
Ash

Isabella.

Those in bold may act


I Eat Cannibals

Ash, Isabella will not attempt an AOO as she would rather use magic.

Neela with much help from Herzag and Percy makes it up top along with Herzag.

Just as Rhi was about to get chomped on she t-ports on to Percy's Pike.

Percy dispatches the last mook with a well placed axe toss.

Which brings us to Randall.

Let's see if he shows up


I Eat Cannibals

How was your trip to Alaska Neela?


I Eat Cannibals

Randall attacks the last mook

To Hit: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

The 4 sharks attack the one remaining swimmer, our brave cleric
Bite: 1d20 + 7 ⇒ (12) + 7 = 19
Bite: 1d20 + 7 ⇒ (8) + 7 = 15
Bite: 1d20 + 7 ⇒ (11) + 7 = 18
Bite: 1d20 + 7 ⇒ (17) + 7 = 24

Ouch: 1d8 + 7 ⇒ (3) + 7 = 10
Ouch: 1d8 + 7 ⇒ (4) + 7 = 11
Ouch: 1d8 + 7 ⇒ (7) + 7 = 14
Ouch: 1d8 + 7 ⇒ (5) + 7 = 12

Which brings us to our good friend Isabella, She flies over and attempts to touch Ash

Touch Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Vampiric Touch: 5d6 ⇒ (4, 6, 1, 4, 4) = 19

Init:Rhi
Neela
Herzag
Percy
Ash

Meatshields 1-6
Randall
Isabella.

Those in Bold may act


I Eat Cannibals

Paging Randall


I Eat Cannibals

Great stuff Ash


I Eat Cannibals

Ok this brings us to the last mook who attacks Randall.

1d20 + 5 ⇒ (17) + 5 = 22
Ouch: 1d8 + 5 ⇒ (4) + 5 = 9

Randall is up

FYI, You all can adjust your HP on your avatars on our map


I Eat Cannibals

So if you happen to be called to federal court, the only way out of it is to stand before a judge and explain why you can't participate. I told him that after hearing the charges, I had already made up my mind that the defendant was guilty. Not a lie by the way


I Eat Cannibals

I am a little burned out, I had 7 hours of jury duty today


I Eat Cannibals

Init:Rhi
Neela
Herzag
Percy
Ash
Meatshields 1-6
Randall
Isabella.

Ok then Herzag begins climbing the rope while lending Neela a hand. Getting you both out of the reach of the sharks (It will take another round for you to reach the top.

Rhi you are free to act


I Eat Cannibals

Nice, where you heading to


I Eat Cannibals

Ash badly burns Isabella

Herzag Are you climbing and aiding Neela? You can get out and assist Neela

Init:Rhi
Neela
Herzag
Percy
Ash
Meatshields 1-6
Randall
Isabella.


I Eat Cannibals

Neela joins Herzag and Rhi in the sea.

Ash, you will have to move to get Isabella as there is an aqueous orb in the way. I should have been more clear on this. she is floating just above the deck in order to blast Neela off the ship.

In case you move Reflex: 1d20 + 7 ⇒ (4) + 7 = 11

Rhi wrote:
Trying to find if activating Besmara's Tricorn is a standard or move action. If move I'll do it now.

Looks like you just need to speak a word... Rhi's healing washes over the group bringing Herzag back from deaths door

Percy: you are going to have to move as well to hit isabella as she is using the orb for cover.

Ash wrote:
Am I close enough for some of that?

Both you and Percy are within a 30' burst, so yes you are.

Init:Rhi
Neela
Herzag
Percy
Ash

Meatshields 1-6
Randall
Isabella.

Those in bold may act


I Eat Cannibals

Sadly Randall your attack misses

The 4 sharks swarm our heroic cleric of Besmara

Bite: 1d20 + 7 ⇒ (20) + 7 = 27
Bite: 1d20 + 7 ⇒ (3) + 7 = 10
Bite: 1d20 + 7 ⇒ (16) + 7 = 23
Bite: 1d20 + 7 ⇒ (5) + 7 = 12

Ouch: 1d8 + 7 ⇒ (2) + 7 = 9
Ouch: 1d8 + 7 ⇒ (2) + 7 = 9
Ouch: 1d8 + 7 ⇒ (4) + 7 = 11
Ouch: 1d8 + 7 ⇒ (7) + 7 = 14

Isabelle flies up topside and casts Hydraulic Push on Neela.

Join the party my sharks hunger...

Neela make a CMD check or join them in the bath.

Init:Rhi
Neela
Herzag
Percy
Ash

Meatshields 1-6
Randall
Isabella.

Those in bold may act


I Eat Cannibals

Init:Rhi
Neela
Herzag
Percy
Ash
Meatshields 1-6
Randall
Isabella.

Attack Percy: 1d20 + 5 ⇒ (4) + 5 = 9
Attack Randall: 1d20 + 5 ⇒ (2) + 5 = 7...Both Mooks miss

Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Percy You will get 2 AOO's and kills one while wounding the other one

AOO: 1d20 + 5 ⇒ (17) + 5 = 22
AOO: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Randall is up


I Eat Cannibals
Ash wrote:
Since I can still act in the bubble, can I 'Aid' his strengh action?

I don't see why not...You is free


I Eat Cannibals
Percy wrote:
Do i need to make a strength check to pull her free, with my Range (being enlarged still) I should be able to get an AoO at the first mook that engages Randall in Melee as well. Dont worry Rhialla, Herzag, Im heading your way next :)

With her being entangled...How about a DC 15 str check. Keep in mind you will be taking 2d6 non-lethal for purposefully reaching in.


I Eat Cannibals
Herzag wrote:
Crap, I didn't realize the sharks were her pets...

They aren't her pets per say, they are summoned monsters

Rhialla wrote:
I have two rounds to keep you from bleeding out assuming we're going with -Con score = dead

I play you die when you hit your con + your level, If you all are good with that we can implement it

Herzag wrote:
Sorry Rhialla - in all honesty I would rather you wouldn't dive in after me. I was not aware the sharks were her allies, or I wouldn't have risked the maneuver. Was dumb :P

How are you supposed to know she summoned sharks? It was a totally cool maneuver and not dumb at all. Grappling a spellcaster is a great idea

Neela wrote:
think there's probably a line that will hit Isabella and the two left sharks, though that depends on how high the ship is from the edge of the water.

Topside of a ship is pretty high, you can hit one target. I assume it would be Isabelle?

Reflex: 1d20 + 7 ⇒ (20) + 7 = 27

Neela wrote:
Good point! If we're gonna house rule so the effect becomes more like a fireball or something similar, Neela would very much like to aim the effect to the left so she doesn't cruelly catch Herzag in the effect and fry him.

Let's not go down this road, If I wanted realism i wouldn't play a fantasy game =)

Init:Rhi
Neela
Herzag
Percy
Ash
Meatshields 1-6
Randall
Isabella.


I Eat Cannibals

Will: 1d20 + 5 ⇒ (13) + 5 = 18..She shakes off the blindness and drops into the water where her sharks can attack poor Herzag

Bite: 1d20 + 7 ⇒ (14) + 7 = 21
Bite: 1d20 + 7 ⇒ (14) + 7 = 21

Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Ok that drops Herzag to -12

Init:Rhi
Neela
Herzag
Percy
Ash

Meatshields 1-6
Randall
Isabella.

Those in Bold may act

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