Jemet Winderbole

Flouncy Magoo's page

919 posts. Alias of Dave Young 992.


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M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy doesn't have that spell. Are there people we can rescue?

Should we get closer?


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I have a Dimension Door prepped, but it won't get us far.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Yes!


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Loarin is a Cleric of Sarenrae (awesome!) 5/Fighter 5.

He is played by the GM, and he's not our level, but he can channel healing like a boss, for his level. I think we'll need him.

We can tell him what spells to prepare, if Sarenrae (or the GM) doesn't object. He's a GMPC.

I can see your characters in your profiles, but I'm more interested in what you see your characters doing. What does your combination of classes make you good at? What can you do once we go through this portal?

It's hard to say when you're 2 classes at once, with crazy good stats.

I'll start. Flouncy is an arcane trickster on steroids. He gets all the goodies of a 7th level unchained rogue, and is also a 7th level evoker.

He is our most skilled party member by a good margin. He's also built to scout. Not that far ahead, but enough to make it work in most terrains.

x


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy can cast Detect Magic all day as a SLA. That means that you don't have to. You can use a slot for a different cantrip/orison.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Does this portal lead to the Void, the Shadow plane, or somewhere else?
kn. arcana: 1d20 + 17 ⇒ (10) + 17 = 27
kn. planes: 1d20 + 12 ⇒ (10) + 12 = 22

A little help here, guys. If you can roll it, do.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I think the enemy fled. They'll come back harder later, but not for a day or 2. We're just looking at a lot of death, but if we can get 8 hours of rest and prep, we can go through the portal with 2 1st level spells. From 2 of you, not Flouncy.

Flouncy plans to load up on offensive evocation blasts and not much else. Renia can cast all the Hastes we need. Let's take a moment to look at what we can do, and cover our bases. Assuming we can get through the night, we can make a plan based on what we can realistically do.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

We've got Roquar, Renia, Flouncy and Loarin. Losing Beorn sucks, but we're all still powerful gestalt characters. We can do this. We just need to rest and top up.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

We don't know what we'll meet on the other side, but it won't be friendly. I think we can activate it later with a couple of low-power spells. I'd like to have a full quiver when we do, so to speak.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Yeah. at 7th level, you run out pretty quickly. We'll need a recharge to carry on.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I still want to play. This encounter got a little out of sorts, but it's nothing we can't fix. It's been a fun game overall.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy checks it out.
arcana: 1d20 + 17 ⇒ (19) + 17 = 36
kn. planes: 1d20 + 12 ⇒ (4) + 12 = 16


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Maybe we should just let them go and have a look around? Flouncy's got nothing that will make a real dent. I suppose Beorn could fly around and take potshots, but it looks like we just don't have the juice to finish it if they're getting away that fast.

Maybe I'm wrong, but I got nothing. If anyone else has an idea, I'm all ears. I want to keep playing for sure.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy keeps going.
Is there a map?


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I try to pay attention to distances, etc, playing a spellcaster. Flouncy is close to out of juice, so I need a clear picture.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy keeps moving while the haste is in effect. He can move 60'.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I need to see the map to decide what to do.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Is the map current? I thought we dropped that one. I don't know.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

We're Hasted for 4 more rounds. Flouncy cast it on 1.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Let's move to the next one.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Waiting to see if it drops.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Can we link the map on this page again?


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy has a haste left. Flouncy casts Haste before anyone's too far away, then flies toward the action.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Oh. Lost track of time. Pretty much out of ammo.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Still invisible, and within range, Flouncy casts Message.

I'm still here. Yes, let's approach. I'll let you know when and with whom I can flank.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Sorry, guys. Been running around. I'll catch up.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy sees them leaving, but he can't do jack about it. He's mostly out of spells.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy will assist Beorn, and try to heal him again.
UMD: 1d20 + 11 ⇒ (1) + 11 = 12

He fails again, and stands around trying to look tough.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy tries to determine if the robed guys teleported or went to a different plane. Did they cast spells to do it?
spellcraft: 1d20 + 17 ⇒ (17) + 17 = 34


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy flies to Beorn and uses his wand to try to heal him a bit.

UMD: 1d20 + 11 ⇒ (5) + 11 = 16

Failing that, he hands him the wand to use himself.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Damn. Beorn's down. Flouncy sees this.

perception: 1d20 + 12 ⇒ (6) + 12 = 18

He's going to change his plan and keep Beorn in the fight. He's not charging anywhere but to Beorn. He has a wand of CLW, which might help.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy gets in position to charge. He's got no one to flank with atm.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Well, if it's round 8, Flouncy's not badly hurt, totally invisible, and flying. He wants to flank somebody and take out the leaders. Who's in melee?

The guy drank a potion and went invisible? In that case, Flouncy moves upward to avoid getting AoO'd and casts See Invisibility.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Round 8?


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy went invisible.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy did his thing rounds 5-8. Apparently the guy can see him, and went invisible himself the next round.
I wanted to know if he moved, or does Flouncy get an AoO while he drank the potion?


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

What round is it now? There were a few rounds where we were just getting there.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy cast GI and Fly before he left Beorn.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Yes.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy already cast Greater Invisibility on himself. I typed Improved, but it's not basic invisibility. That wouldn't work.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Did he move before he drank the potion? Wouldn't that provoke an AoO?


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

REF: 1d20 + 13 ⇒ (14) + 13 = 27
REF: 1d20 + 13 ⇒ (18) + 13 = 31
REF: 1d20 + 13 ⇒ (14) + 13 = 27

REF: 1d20 + 13 ⇒ (19) + 13 = 32
REF: 1d20 + 13 ⇒ (1) + 13 = 14 failed
REF: 1d20 + 13 ⇒ (14) + 13 = 27
REF: 1d20 + 13 ⇒ (16) + 13 = 29

Flouncy takes 8 dmg (evasion).

He flies invisibly towards the caster Beorn shot, and attacks.
melee: 1d20 + 13 ⇒ (9) + 13 = 22
rapier: 1d4 + 7 + 4d6 ⇒ (4) + 7 + (1, 6, 4, 2) = 24 Assuming the caster can't see Improved Invisibility


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Round 5 Flouncy finds himself low on ammo.
Due to the distance, he fires Magic Missiles at the nearest robed guy.

force: 4d4 + 4 + 3 ⇒ (4, 2, 1, 1) + 4 + 3 = 15
SR check: 1d20 + 7 ⇒ (7) + 7 = 14 Nope!

Round 6 He casts Fly on himself.
Round 7 He casts Improved Invisibility, and flies off the mount toward the robed figures.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Once in range, Flouncy uses his ring to cast Fireball (acid) on the first wagon in the line, hoping to dissolve the rails and affect as many undead as he can.

concentration: 1d20 + 15 ⇒ (8) + 15 = 23 :)

acid: 7d6 + 3 ⇒ (2, 5, 5, 4, 3, 1, 1) + 3 = 24 (DC 22 for 1/2)


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy is riding with Beorn.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Hand me some of those acid flasks, big guy.

kn. engineering: 1d20 + 12 ⇒ (7) + 12 = 19


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

kn. arcana: 1d20 + 17 ⇒ (4) + 17 = 21
kn.planes: 1d20 + 12 ⇒ (9) + 12 = 21

I don't know, but I'm pretty sure these portals can't stay open forever. Let's slow up the line first, then go after the overseers.

I have some ideas what to do with a Wall of Ice, but I need a better idea of what we're looking at.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy can cast Fly on it.

He has one more Fly spell and a D. Door for later.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I have 2 fly spells and a Dimension Door prepared, too. We can get everyone there at once.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy also tries to guess what is up.
Wish I had that.
kn. arcana: 1d20 + 17 ⇒ (18) + 17 = 35