Gath Morian

Groff the glib's page

454 posts. Alias of drbuzzard.


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Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Ugh. I don't like being a cat toy. " he groans as he stands up.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

grapple: 1d20 + 12 ⇒ (5) + 12 = 17 nope


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
Tristan Luckbringer wrote:
Groff the glib wrote:
Zorblag wrote:
A dorn dergar is a two handed weapon, it cannot be used one handed without a feat which I don't have. Hence I can break the grapple or fight a giant tiger unarmed.
that's why I prefer 2handing a one-handed weapon. I hate getting grappled with the 2hander and not be able to attack. But you're going for the reach build so it can't be helped

Yeah, the only reach option for 1 hand is the whip, and I've already got an active campaign with a whip tank.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
Tristan Luckbringer wrote:
if either of you have ranks in escape artist Liberating Command (immediate action) would be worth casting. But without ranks its likely not worth wasting a spell vs such tough grapple opposition

Not a class skill, and generally not really worth taking on fighters since they usually have decent enough CMB. In theory my 19 on the die should have broke the grapple.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
Zorblag wrote:
Breaking grapple is an option, but you can also attack if you like (with a -2 to hit and using the dorn-dergar as a one handed weapon.) It's the pinned condition that stops you from doing much of anything else.

A dorn dergar is a two handed weapon, it cannot be used one handed without a feat which I don't have. Hence I can break the grapple or fight a giant tiger unarmed.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff can act, that's rich. This adventure is a sadistic deathtrap.

Groff will try to break the grapple since that's the only option.

CMB: 1d20 + 12 ⇒ (19) + 12 = 31


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

init: 1d20 + 2 ⇒ (3) + 2 = 5


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

survival: 1d20 + 11 ⇒ (14) + 11 = 25


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff continues following the trail.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Realistic expectations are good. " Groff nods at Grimm.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"If we came this far, might as well keep following. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Bad things happen at night, I say camp. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

survival: 1d20 + 11 ⇒ (18) + 11 = 29


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"This damned place is making us paranoid. Seems to be for good reason. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Looks fine to me. As I don't eat, a cold camp is no loss to me.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
Tristan Luckbringer wrote:


Groff I'm pretty sure that exploring the Desolation is central to our mission. Without doing that and going straight to Tsar will mean certain death. My metagame understanding of this AP is that we need to/should explore the Desolation before attempting Tsar. This will accomplish 2 goals A) leveling up B)learning the history/backstory of the area that may or may not be useful in preparing for Tsar. Yes this is a FGG app which means probably 25% of encounters will be potential TPKs and everyone will just need to outrun Groff ;) But I'm fairly certain attempting to bypass the Desolation and go straight to Tsar will be certain death. As such lets explore the Desolation and be prepared to back away/run when needed. I propose we explore the entirety of the Ashen Waste and then the Chaos Rift because they are furthest away from Tsar and I feel that stuff will get deadlier the close we are to Tsar.

I tried using arrows on the map but was unable to do so. Lets just do a counter-clockwise searcthat. That should take us through all the places that seem interesting on the Ashen Waste h through the interior of the Ashen Waste and see if we manage to survive section of the map

Oh, I understand that. But I will continue to use it as an excuse if we hit a nut that's too tough to crack. It's in character rhetoric.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"I've been almost killed messing around with someone not related to our mission. I'm not trying a third time. You're welcome to get yourself killed in there if you like, but without me."


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I'm in favor of moving on. Two strikes is sufficient.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

will save: 1d20 + 4 ⇒ (10) + 4 = 14


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Khoran did an actual perceived threat (dispel magic doesn't cause harm), so Groff will engage him.

power attack
to hit: 1d20 + 13 ⇒ (6) + 13 = 19 damage: 1d10 + 17 ⇒ (3) + 17 = 20
to hit: 1d20 + 8 ⇒ (6) + 8 = 14 damage: 1d10 + 17 ⇒ (6) + 17 = 23

Well at least the rolls suck


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

will save: 1d20 + 4 ⇒ (20) + 4 = 24 Of course, now I get a 20


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Ok, I'm unclear on that being the case. If so, we're screwed. Since I'm confused I get to stay and die. That's grand.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Is the caster of confusion higher level than Grimm or not?


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

To put it in shorter terms, it wasn't an identified spell, and the dispel is targeted to one person. It's just on Groff (and I might lose any buffs though confusion will go first since it is highest level).

From dispel magic
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

Confusion is a higher level spell, and I would assume has a higher caster level. It goes first before any of the buffs, and dispel gets a shot at all of them since it was targeted at Groff.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

2nd will save: 1d20 + 6 ⇒ (16) + 6 = 22 (if needed)


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

will save: 1d20 + 6 ⇒ (8) + 6 = 14

init: 1d20 + 2 ⇒ (10) + 2 = 12


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"I've seen better neighborhoods. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Don't think those look good to eat, Bannog. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Need to wait to see how that resolves before I go. My actions are very dependent on the outcome. Need to pick up darting viper so I can switch chain length as a swift.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I'm not able to move my icon on the map.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I think I can move forward 5' and engage a wolf (the one in the northern square since it wouldn't have cover from Bannog, though he may get out of the way before I attack).

haste, power attack
to hit: 1d20 + 13 ⇒ (20) + 13 = 33 damage: 1d10 + 17 ⇒ (9) + 17 = 26
to hit: 1d20 + 13 ⇒ (11) + 13 = 24 damage: 1d10 + 17 ⇒ (4) + 17 = 21
to hit: 1d20 + 8 ⇒ (10) + 8 = 18 damage: 1d10 + 17 ⇒ (4) + 17 = 21

to confirm: 1d20 + 13 ⇒ (1) + 13 = 14 damage: 1d10 + 17 ⇒ (10) + 17 = 27


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

init: 1d20 + 2 ⇒ (13) + 2 = 15


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I have no objections to someone doing the trap scouting role up front since I'm nowhere near as competent.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Hmm, looks like somethings came in. Fair number. Can't tell what. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"I'll check. "

survival: 1d20 + 11 ⇒ (20) + 11 = 31


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff is front line.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"I'm not the one to comment on being low on resources, but I'm good to go. I agree the last time we slept out here didn't go so well. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff cleans off some of the blood splatter from his armor "That's just gonna make us too confident. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I seem to have a knack for mathematical illiteracy in this game. I'll try to be better. This is shaming my engineering degree.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff with apply some meat tenderizing action with his implement.

haste, power attack

to hit: 1d20 + 10 ⇒ (14) + 10 = 24 damage: 1d10 + 17 ⇒ (8) + 17 = 25
to hit: 1d20 + 10 ⇒ (16) + 10 = 26 damage: 1d10 + 17 ⇒ (5) + 17 = 22
to hit: 1d20 + 5 ⇒ (7) + 5 = 12 damage: 1d10 + 17 ⇒ (5) + 17 = 22


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

How high off the ground is it?


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

init: 1d20 + 2 ⇒ (4) + 2 = 6


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Thought I was clear about going there, but I suppose it was odd phrasing. We should finish the place we started.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Best we be finished there. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Not drink? Are ye daft?" he looks over at Auleth "Let's go"


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Drinking is just part of healing. That's an old dwarvish home remedy. "


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Glad to have new cannon fodder, er I mean welcome to the game.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Yeah, as I mentioned in recruitment, it is a bonus not provided in ABP in a slot which is not normal to armor. ABP provides an enhancement bonus to armor, not an armor bonus itself.

Though you can always consider silken ceremonial armor, it's a reasonable loophole for cheaper.


Yeah, I would rather expect bracers to still exist since they provide an armor bonus, from a wrist slot, not an enhancement bonus to armor (which is what ABP provides).

Personally I run with silken ceremonial armor (in the rare cases I make a caster) much of the time in ABP since it has no armor check penalty or spell failure chance, and can soak up all those ABP bonuses you will be getting.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I'm in favor of investing in the diamond dust.

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