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Preliminary mechanical deliberations:
Dwarven Hierophant 2
Deep Marshal Magus 7/Warpriest of Torag 7
AC 22, T 11, FF 21, CMD 17, FFCMD 16
Hp 67
Fort +9, Ref +4, Will +11 (+5 vs Spells & SLA, +2 vs Poison & disease)
20ft.
Warhammer +12, 1d8+8
Spell Combat +10, 1d8+8
Spells (Magus/Warpriest, CL 7/7)
Orizons/Cantrips(DC 14/15): 5/5
1st: 5/6
2nd: 4/4
3rd: 2/2
Str 13, Dex 13, Con 16(14+2R), Int 18(15+1lvl+2E), Wis 21(15+2R+2M+2E), Cha 8(10-2R)
Feats 1Steel Soul, W1Weapon Focus: Warhammer, 3Shield Focus, W3Power Attack, 5Channel Smite, M5Shielded Mage, W6Weapon Specialization: Warhammer, 7Guided Hand
Mythic Feats Dual Path(Archmage), Mythic Guided Hand
Traits Glory of Old, Fate's Favored

Gear: +1 Breastplate, +1 Warhammer, +2 Int & Wis headband, +1 Mithral Heavy Shield, Cloak of Resistance +1 (~17000gp)

Racial Abilities: Hatred, Hardy, Slow & Steady, Stonecunning, Greed
Class Abilities: Arcane Pool 6/d, Fervor 8/d, Blessings(Good & Protection) 6/d
Mythic Abilities: Mythic Power 7/d, Hard to Kill, Surge 1d6, Amazing Initiative, Extra Mythic Feat(Mythic Guided Hand), Inspired Spell, Wild Arcana, ???

Inspirational picture

I do have one question for the DM; Does Shielded Mage allow spell combat with a shield? I sort of supposed it did, but I can see an argument against it too. I'll just switch to a buckler and unhindering shield if you don't think so:

Shielded Mage. Link for convenience in deliberating.


11, 16, 14, 11, 9, 16
4d6 ⇒ (3, 1, 5, 3) = 12
4d6 ⇒ (5, 6, 4, 5) = 20
4d6 ⇒ (4, 4, 6, 4) = 18
4d6 ⇒ (6, 2, 1, 3) = 12
4d6 ⇒ (1, 3, 2, 4) = 10
4d6 ⇒ (4, 5, 6, 5) = 20


Hey, this seems pretty cool.

Spoiler:

5d6 ⇒ (2, 6, 1, 4, 3) = 16
5d6 ⇒ (5, 5, 3, 6, 1) = 20
5d6 ⇒ (5, 3, 2, 4, 1) = 15
5d6 ⇒ (2, 4, 2, 4, 4) = 16
5d6 ⇒ (3, 1, 1, 2, 1) = 8
5d6 ⇒ (1, 2, 4, 4, 6) = 17
13/16/12/12/6/14

5d6 ⇒ (2, 1, 3, 5, 5) = 16
5d6 ⇒ (1, 4, 6, 1, 1) = 13
5d6 ⇒ (4, 1, 5, 4, 1) = 15
5d6 ⇒ (3, 5, 3, 5, 4) = 20
5d6 ⇒ (1, 5, 6, 6, 4) = 22
5d6 ⇒ (1, 4, 2, 4, 6) = 17
13/11/13/14/17/14

5d6 ⇒ (3, 3, 6, 2, 2) = 16
5d6 ⇒ (4, 1, 2, 2, 2) = 11
5d6 ⇒ (5, 1, 5, 6, 5) = 22
5d6 ⇒ (2, 1, 3, 4, 6) = 16
5d6 ⇒ (5, 2, 2, 5, 2) = 16
5d6 ⇒ (2, 1, 3, 6, 6) = 18
12/8/16/12/12/15

Meaning
I:16/15/12/12/12/8
II:17/14/14/13/13/11
III:16/14/13/12/12/6

Set II, then. 17/14/14/13/13/11


I love getting to know people's custom settings. Would this game be starting at first level, though?


I feel like making a dwarven ranger, but that might be too tired. Maybe a dwarven paladin? That could be fun, potentially. Or a gnomish paladin!


Chess Pwn wrote:
I'm still confused on it how it interacts with magic weapons. Is a power attack with a +1 greatsword 3d12 or 4d12? Cause one of these options is a lot better than the other but I'm not sure which is right and which is what people are using to say it's bad.

Considering that both count as two strikes for the purpose of the multiple attack penalty, and take two actions to boot, it is either just slightly worse than attacking twice normally, or completely horrendous depending.

If the generous interpretation is correct, it becomes passable once it applies 2 dice.


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The biggest problem isn't the name : it's that it is a trap option in almost all cases.


How much hp are people down anyway?


Spur 1 damage: 1d6 + 4 ⇒ (6) + 4 = 10
Spur 3 damage: 1d6 + 4 ⇒ (3) + 4 = 7

Beyond the door lies what looks like a common room. The boarded up windows admit almost no light, and beyond what light comes through the open door, Felthin relies on his darkvision to make out details.

It's a broad room, more than forty feet from end to end, but narrow, no more than fifteen feet from the outer wall to the inner one.
To the east sits an enormous hearth, with a mangy bearskin covering the floor before it. In the far other end of the room sits a couch, perhaps the ugliest couch ever seen - it has been upholstered in a mixture of hides and human skin, replete with a collection of talons, fox heads, enormous hairy spider legs and human hands potruding from the mess.

Just ahead of Felthin, opposite the entrance, sits a door that leads further into the farmhouse.

The air is rank with rot and the stench of long unwashed bodies.


Falthin triggers yet another trap as he makes his way to the door and yanks it open.

Apparently, someone concealed a number of long, needle-pointed bone spurs among the wind chimes, and as soon as the dwarf opens the door, they swing down towards him on some sort of contraption of hinges and springs.

Spur 1 vs Felthin Flat-footed: 1d20 + 12 ⇒ (19) + 12 = 31
Spur 2 vs Felthin Flat-footed: 1d20 + 12 ⇒ (1) + 12 = 13
Spur 3 vs Felthin Flat-footed: 1d20 + 12 ⇒ (19) + 12 = 31
Spur 4 vs Felthin Flat-footed: 1d20 + 12 ⇒ (9) + 12 = 21


Ooh, I forgot to say: There are no magical auras around here.


Felthin takes the lead heading straight for the front door, being the first to make it onto the front porch. Up close, the porch looks even more disturbing. Near the door sits an oversize rocking chair, lashed together from a mesh of plant twine, humanoid bones and sticks. It sits under a canopy of dreamcatchers and windchimes, the majority having been carved from bone. They hang silently in the rain.

That's not to say that all is still here. Ants march up and down in long lines disappearing into the house and down between the cracks in the floorboards, and a moth the size of a shovel-head sits on the underside of the roof, watching the approaching dwarf with alien eyes.

What windows can be seen have been boarded up tight, though an unpleasant stench of rotten meat, unwashed bodies and urine seems to waft from the cracks.

All of this makes for less immediate concerns though. As soon as Felthin sets foot on the porch, several saw blades come shooting out of the gaps between the floorboards.

Sawtrap melee attack against Felthin Flat-footed: 1d20 + 14 ⇒ (7) + 14 = 21


The medium track.


800xp for each of you, btw.

Whaddoyoudo?


Woo!

With a single mighty blow of his axe, Darmok sends the strangers head rolling in the mud.

All the yelling and fighting does not seem to have alerted anyone, strangely enough. Perhaps there's no-one home?

Just a reminder, since it's been a while: Ahead and to your right is a soggy-looking cornfield, guarded by an equally soggy scarecrow. Beyond that lies a large barn. Straight ahead is the farmhouse. You can see an empty rocking chair sitting on the porch from here.


You're not in reach after five-foot stepping; he's using Lunge to fake a 10ft. reach.

It seems as if time slows down percievably around all of you, as your movements become far more rapid.

Darmok?


Would you allow a cavalier? It's not on the list of classes, but I think it could fit in well.

I'd especially like to use the Spellscar Drifter archetype - and use the PFS rules that allow it to deal challenge damage with firearms, if that's okay.

Also, do archetypes outside the Gunslinger that get a free gun and gunsmithing get to exchange them for Gun Training like the gunslinger does or nah?


Felthin lands a heavy blow with his axe, and the hide-clad deformed stranger is soon spouting a trio of arrows.

Even wounded, he still hefts his sickle in two hands, spinning on his heels and slashing an almost impossibly wide circle of crescent steel, catching the entire party in its arc. "Tresspassers! Die!"

His voice is quite at odds with his misshappen head. Even raised in warcry, it's a pleasant barritone, and he enounciates very clearly.

Lunging Whirlwind Hook vs Darmok: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22
Lunging Whirlwind Hook vs Felthin: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
Lunging Whirlwind Hook vs Sephne Flatfooted: 1d20 + 15 - 2 ⇒ (1) + 15 - 2 = 14
Lunging Whirlwind Hook vs Ruperta: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30

Ogre Hook Damage vs Darmok: 1d10 + 15 + 6 ⇒ (5) + 15 + 6 = 26
Ogre Hook Damage vs Ruperta: 1d10 + 15 + 6 ⇒ (6) + 15 + 6 = 27

Darmok and Sephnes' turns.


How do airships work in this setting? Are we talking zeppelins, or something somehow powered by magic, or something more exotic and/or setting specific, like the Flight rocks of the Edge Chronicles?

Also, my mind immediately wants me to make a character with a plan for digging down through a plateu to get safely explore under the chur, but that's besides the point.


Just to make clear that it's Rupertas turn in case it was unclear.


DM Papa.DRB wrote:
Groundhog wrote:
Edit: Would you accept a Heritor Knight in place of a paladin, or are we going hard in on the class requirement?

As it is a Prestige Class, I would NOT accept Fighter 5, Heritor Knight x. As long as 3/4 of the levels are Paladin, you could take that as a Prestige Class, to a maximum of Paladin 15, Heritor Knight 5.

So to answer the question; Yes, hard on the Paladin requirement.

-- david

That's fair enough. I was hoping it was close enough to count; it's kind of my favorite Iomedae-themed thing.

I will put together a "real" paladin, then.


I really like the steampunk idea. Airship pirates is also cool, but I like steampunk better.


I'd love to put together a character for this.

Edit: Would you accept a Heritor Knight in place of a paladin, or are we going hard in on the class requirement?


Quote:
Lina Inverse

Heh, good one.

I'm working on a Wizard 20/Paladin 20 here.


The half-ogre ignores Darmok's question, focusing on the fighting instead.

Onto the regular rounds; Ruperta and Felthin's turns.


Honestly you could probably hack pathfinder into something serviceable. Guns use the rules for "advanced firearms" from pathfinder - a glock or desert eagle is just a reskinned revolver with more shots before it needs reloading. Likewise for various rifles - they just follow rifle rules, with maybe a range variation depending on if it's a sniper rifle or what. For auto-fire, grab a page out of d20 modern and say that it attacks a 5ft. burst and uses 10 bullets, no attack roll needed (aside from hitting a square's AC, aka not rolling a nat 1) but it allows a reflex save DC 10+½BAB+dex for half.

Just putting the idea out there for completion - I honestly think you should probably go with a more custom-tailored system, but everyone here is at least familiar with PF, so it might be worth considering just for that reason.

Heck, if you want a laugh, d20 modern is also supposed to be able to do this sort of thing, kind of. They even have a setting 'Earth Inherited', where the Rapture has come and gone, and now angels and devils are duking it out on the remnants of earth.


Thanks! It was... Maybe not fun, exactly, but I'm glad I went through with the project.

In other news this update took me forever to put together. I'm ready to fire up properly now though!


So, I've a question about magic items, can we progress the ones that already exist?

Like, can we make a +11 and above weapon by following the 2000gp*(bonus squared) formula?

It's going to be difficult to spend 40 million gp otherwise, tbh.

Like, if we bought a +5 tome for each stat, and a 200k weapon, 100k armor and 100k shield, and a 200k item in each available slot, and then 20 200k slotless items, that's still only like, *maybe* 10 million gp spent tops.

Edit: Oh wait 4 million, thought you said fourty. I can probably spend 4 million gp on the items that are already there.


Battlemap, please do complain if you can't use it.

The half-man looks like he briefly wants to run at Darmok, but decides to go for unsuspecting prey instead.

Lifting his sickle-hook over his head in two hands, he runs at Felthin, bringing the weapon down in a diagonal arc aimed for the dwarf's squishy, if metal-covered midsection.

standard action charge: 1d20 + 17 - 2 ⇒ (15) + 17 - 2 = 30
Sneak attack damage vs Felthin: 1d10 + 3d6 + 15 + 6 ⇒ (10) + (4, 5, 1) + 15 + 6 = 41

Darmok gets a standard (and any free actions, if he wants) action in the surprise round, then we move onto regular rounds.


You make your way into the clearing beyond. Someone's making their home here; there's a two-story farmhouse sagging at the far end of the clearing, with a rocking chair made from lashed-together bone and wood sitting on the rickety front porch. Across from it is a large barn. Aside from the muddy dirt path leading up to the house, there's also a small field of soggy corn riddled with weeds, overseen by an equally wet scarecrow.

Someone has taken a lot of trouble decorating the trees surrounding the clearing with crude, doll-like fetishes. While they're made primarily from hide and sticks, there's also a distressing amount of bone in there.

Darmok, keeping his eyes peeled, manages to spot the ugly man hiding amongst the trees ahead. He's quite deform - the right side of his head looks horribly bloated, the skin grown to a folded overlapping lumpy mess that gives him a lop-sided appearance. His good eye is focused at the party though, carefully watching as he flips a wicked, oversize sickle from hand to hand.

Surprise round initiative:
Darmok: 1d20 + 2 ⇒ (6) + 2 = 8
Crowfood the half-ogre: 1d20 + 6 ⇒ (14) + 6 = 20

Other initiatives:
Felthin: 1d20 + 5 ⇒ (18) + 5 = 23
Sephne: 1d20 + 5 ⇒ (4) + 5 = 9
Ruperta: 1d20 + 4 ⇒ (17) + 4 = 21


The cat leads you to a gap in the treeline at the end of the trapped clearing, which turns out to be the opening of a footpath leading north-west deep into the forest.

After about half a mile of damp walking, you think you spot a clearing, or something, up ahead. The firepelt clearly wants you to push on into it.

Although you might want to pause to prepare or something. I'm not guaranteeing you're there yet, though, but you might be.


I really want to put in a warrior cleric for this.


I'm back!


Bad news, people. I'm going on holiday for two weeks. I had assumed there'd be wifi, blackjack and hookers, but apparently this most likely won't be the case.

So I won't be able to post to this game again until friday the 13th. Or most likely saturday the 14th, depending on your time zone.

Sorry. I hope you stick the wait out.


The firepelt has found a dirt path hidden among the bushes. It's not much more than a game trail, but it's definitely there. She's wordlessly urging you to follow her down the path.


High multiplier crits are the fun stuff, that's for sure.


He doesn't have much. A belt, a rain-soaked suit of roughspun clothes, two spears, one of them stuck in the ground across the clearing, and a large metal key for cranking the bear trap open.

His most interesting belonging is tucked into the back of his belt. It's a patchwork blanket made from a bunch of different fabrics. Several of the outer and less grimy patches are green with embroidered coats of arms; a pair of crossed black arrows.

In the meantime, the firepelt has taken up a curious behavior. She'll nip at the edge of Sephne's clothing and pull, then lope towards a particular spot at the back of the clearing, yowl, then repeat the whole thing.


Felthin takes off the giant's deformed hand in a pair of quick chops of his axe, and the bloodloss quickly does in for the large man, leaving him dead on the wet grass. The dogs have little will to fight on their own, after that.

The firepelt walks up to the corpse, and sniffs disdainfully at it.


1300xp for each of you!


Aoo vs Darmok: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4

Dog3 reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Dog4 reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Dog5 reflex: 1d20 + 5 ⇒ (6) + 5 = 11

Ruperta stabs one of the dogs in its jaw, drawing a howl of pain from it. Sephne's magic lightning roasts three of them, all of them dropping lifelessly to the ground.

Rukkus fumbles for the spear slung across his back, and stabs blindly at the dwarf in front of him.

Spear vs Felthin, Defensive Training applies: 1d20 + 17 ⇒ (5) + 17 = 22, Concealment, miss 1to50.: 1d100 ⇒ 89

Felthin easily sidesteps the wild stab.

Felthin's turn!


Sorry for not posting for a good while there. I've come down with a bad case of some sort of throat infection and have spent the last couple days in bed with fever. My doctor says it's a virus, so no penicillin, yay.


Felthin would have to move to attack the giant, so no full attack, sadly. I've moved your token and will disregard the secondary attack, hope that's okay.

The dwarf's axe opens a bloody wound on one of the man's flailing arms. He howls incoherently in rage.

The dogs close in, going for whatever enemies they can get to. The blind ones navigate after the scent of wet dwarf.

Dog 1 bite vs darmok flat-foot: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21 Failed to crit. Damage dealt: 1d6 + 6 - 1 ⇒ (6) + 6 - 1 = 11
Dog 2 bite vs Felthin: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 16, blindness miss 1 to 50: 1d100 ⇒ 21
Dog 3 bite vs Felthin: 1d20 + 2 - 1 ⇒ (4) + 2 - 1 = 5, blindness miss 1 to 50: 1d100 ⇒ 78
Dog 4 bite vs Felthin: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21 Nat 20 always hits. Failed to crit. Damage dealt: 1d6 + 6 - 1 ⇒ (3) + 6 - 1 = 8
Dog 5 bite vs Sephne: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9

Dog 2 end of turn willpower: 1d20 + 1 - 1 ⇒ (5) + 1 - 1 = 5
Dog 3 end of turn willpower: 1d20 + 1 - 1 ⇒ (16) + 1 - 1 = 16

Dog 1 crit confirm vs Darmok Flat-footed: 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17
Dog 4 crit confirm vs Felthin: 1d20 + 2 - 1 ⇒ (6) + 2 - 1 = 7

The firepelt looks as if spoiling to fight the dogs, but Sephne's command stays it.

Darmok, Ruperta and Sephne can act now.


There's glitter in the eyes of your foes, as well as all over them in general. Its slight ridiculousness makes it no less potentially deadly.

Rukkus howls in pain and rage. "Gettem!" He roars in giant, ordering the dogs forward. Blinded, he nevertheless chucks his spear at where he last saw Sephne. He throws way further than needed though, and the spear burrows its head in the ground a good ten feet behind her.

1-50% miss concealment: 1d100 ⇒ 33
Ranged vs Sephne & cover(+4 AC): 1d20 + 11 ⇒ (7) + 11 = 18

End of turn willpower: 1d20 + 6 ⇒ (8) + 6 = 14

Yup, failure. Felthin's turn is up, the enemy is still blind.


Rukkus Willpower: 1d20 + 6 ⇒ (4) + 6 = 10
Dog 2 Willpower: 1d20 + 1 ⇒ (12) + 1 = 13
Dog 3 Willpower: 1d20 + 1 ⇒ (12) + 1 = 13


The firepelt sticks close to Sephne, hackles raised and ready to attack anyone closing in.

Everything but the half-ogre is within range of Prayer. Sephne's turn now.


"Won't flee. I'll have kitty!" The stranger does not react well to Felthin's threat at all. He whistles and bellows at the hounds, which throw themselves at the group.

Battlemap, you can edit this as you move around.

Note: The green wooded areas are where there's trees. They give cover to shooting through them, and you can't run or charge through, but they don't otherwise restrict movement.

Initiative:
Initiatives:
Sephne: 15
Felthin: 1d20 + 5 ⇒ (2) + 5 = 7
Darmok: 1d20 + 2 ⇒ (2) + 2 = 4
Ruperta: 1d20 + 4 ⇒ (18) + 4 = 22
Firepelt: 1d20 + 5 ⇒ (14) + 5 = 19
Half-ogre Hunter: 1d20 + 6 ⇒ (5) + 6 = 11
Hunting Dogs: 1d20 + 2 ⇒ (2) + 2 = 4
Darmok vs Dogs rolloff: 1d20 ⇒ 14 vs 1d20 ⇒ 16

1:Ruperta
2:Firepelt
3:Sephne
4:½Ogre
5:Felthin
6:Dogs
7:Darmok.

Ruperta gets the first action. The stranger has just yelled for his dogs to attack her companions.


The man sends Sephne and the group a suspicious glance, but he also yell a command at the dogs, who sit down and cease barking. They're still watching you closely, and he hasn't quite called them to heel.

"This be Graul famly's property." He pokes the butt of his spear hard into the ground. "That's Graul famly's trap." He points at the trap. "Cat in Graul trap, on Graul land, be Rukus' meat. You's be thievin' tresspassers, you's be?"

The firepelt clearly does not like him. She's growling, positioning herself squarely between Sephne and the newcomer, her fur standing up along her spine even despite the rain.

Perception DC 20:
The man has a large patchwork rug folded over and tucked into the back of his belt. It'd be pretty innocuous, except that as he shifts its weight, you spot one of the patchets in particular, a piece of green cloth with a crest displaying a pair of crossed black arrows embroidered.

Felthin:
The stranger is clearly some kind of very small giant. You'd guess he is some sort of ogre/human hybrid, at a glance.

While you don't speak giant, you're still familiar enough with it to recognize that the order he gave the dogs was given in giant.


Ruperta is in the clearing, having left the wagon 50ft. back at the road, or she's back at the road with the wagon, whichever you like.


In Ruperta's estimation, either a spell or natural healing could do the trick. Either way, the bone would need to be set beforehand. Luckily she has the necessary tools on hand to do it easily enough.

Meanwhile, the hounds come barreling into the clearing, the five of them fanning out around you as they bark and growl madly. Lumbering behind them comes an almost impossibly large man dressed in rags, one of his hands deformed to a single giant finger, hefting a spear in the other.

"I is hunting kitty cat! No concern of you's unless you wanna be hunted too!"

Absent attempts of diplomacy and mediating the situation, I'll set up stuff for combat tomorrow. Please do roll initiative. Alternatively I'll do it for you tomorrow.


Your wagon can't get into the forrest, sadly. You'll have to leave it behind on the road.

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