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Khaldrun the Rapid's page

128 posts. Alias of Byden.


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Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Sorry folks finding myself rather over committed at the moment so I think I'm going to have to bow out. Best of luck with the game.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

I'm afraid I'm on my phone for the next few days and can't really search through the whole thread for the map links please just assign it randomly.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

I'm basically going for one head aimed at each of the three adjacent legionnaires.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

I placed arrows on the map to represent Khaldrun's illusory shadow snakes.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

I'll come back in at the top of the round again.

Still invisible Khaldrun pulls a scroll and begins to chant, stepping back just as a three headed serpent formed of darkness with red glowing eyes seems to seep upwards from between the floor tiles rearing up to ten feet in height. Each head swivels to a different foe around it and each mouth opens beginning showing a glowing fiery throat which begins to slowly fill with a ball of white hot flame as the serpents head eye the legionnaires!

Serpent heads form in M6, N6 and N7.

Spellcraft DC 21:
Silent Image, DC 12 Will, but they only get a save if they interact with it. Illusion rules are a bit ambiguous, but that generally means if they attack it, or spend a standard action observing it they get a save. I would also give them a check if they make the spellcraft. Basically I'm trying to worry them about the forming fireballs to distract them into attacking this instead of the group. Note that Khaldrun is now concentrating on this spell and can move it to react to blows, etc. The way I, and I think most DMs, run it is that if one makes their save and calls out to the others the others get a save.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

I'm certainly good with that, it would be nice to pick up the pace. Though Khaldrun is basically going to delay for the rest of this battle to see if he is really needed. He's essentially only got his big guns spells left and does nto want to use them on these guys.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Delaying until after Ijen to see how things are looking for spell conservation purposes.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Please note I biggified Torsk on the map, if he chooses not to accept the enlarge he is still medium.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun enlarges Torsk increasing the half orc, if he is willing, to a towering nine feet in height! He then steps back still invisible to M5 chants and delays his action waiting to see how things are going before the legionnaires next act.

Torsk gets +2 strength, his unarmed damage will go from 1d8 to 2d6 and he gains ten foot reach. He looses 2 dex which with his size increase lowers his AC. I would have delayed until after they acted, but in this case with Torsk's low AC its not likely to make much difference so I thought the potential aoos would be more useful, plus allowing Khaldrun to stay ahead of the badguys in case things go badly.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun chants a spell of enlargement, before stepping back between Torsk and Alistair still invisible.

Enlarge Person is a fullround spell so won't fo off until next round. The foe probably no longer knows which square Khaldrun is in, since he stepped back after speaking the spell - despite the fact that it won't go off until next round.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

In fairness he probably ought to have a pretty good idea what square I am in, since I five foot stepped back. I could have teleported after, but chose not to as I'm fine with him taking a swing at me with a 50% miss chance rather than at someone else.

Generally its a +20 to the perception DC to notice invisible creatures, with a further +20 to identify their square. However, if they move you get the DCs reduced by -5 if they move half speed, -10 if they move full speed, or -20 if they charge or run.

This turn I'd personally say that the legionnaire would be reasonably sure he knows which square Khaldrun is in without rolling.

Invisibility Write Up with all DCs, etc.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Pressing number 10? Not sure what that means let me know if I'm missing out on an easy way to see them, I'm just mostly on my phone at the moment as I seem to be always working over the holidays and it takes ages to go back to a different page and find the right post for the map, etc.

Khaldrun steps back and chants briefly vanishing from sight.

Cast Vanish to go invisible for 5 rounds.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Can you post a link please? It's much easier if the DM just posts a map link in each of his posts, opposed to everyone scrolling back, etc. Sorry to be demanding, it's just the standard way DMs handle it here IME and it's much easier.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Can we get a map?


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun stiffens and readies himself to face and foes that might come for the stunned Alistair, while keeping a cautious eye upon the new comer.

Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 19
Azule Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun frowns at the new arrival, as Azule - his tiny dinosaur familiar - rushes between his legs and hisses at her,

"And who might you be Madam, affiliated with the society I hope?"


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Welcome aboard Ijen :) I look forward to playing with you.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun blinks,

"Well I can appreciate the desire to study, the visceral is not for everyone. Perhaps we shall meet again in more convivial circumstances. You will be missed, I am sure."


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Still good for me, and imo the answer to should I push this along in PBP is virtually always yes! I'll check out recruitment.

Checked out the recruitment, honestly I'd be cool with allowing a point buy, 20 or even 25, option for those that rolled poorly, I believe most of us rolled very well. Khaldrun's a 27 point buy, and not far from how I'd stat one out.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

"Very well, lead on Captain, you seem to have an eye for these traps, so I shall follow your lead," Khaldrun says, moving back to join the group.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun nods moving forward to examine the legionnaire's tatoo with Azule's chirruping aide,

"Followers of Asmodeus, interesting. Does this track with what we know of our foes Jaldan?"

Knowledge Religion: 1d20 + 14 ⇒ (10) + 14 = 24


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Haste grants you an additional attack, which unless you wanted to deliberately be bad is taken with your primary weapon at your highest attack bonus. So a hasted attack for Lanfear is either two attacks with her greatsword and one with her teki whatsit with two weapon penalties applied, or two attacks with her greatsword.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Sorry, I've been like death warmed up for the last few days, got a bad case of the flu, so I'm able to post, but its hard work and I'm really fuzzy headed. There does seem to be a slow down in general, not sure why presumably the coming holidays? I'm having fun.

We've had a few teething troubles with the combat, but I think thats pretty natural, we should have them sorted for next time. Things I'd personally like to see are getting rid of the NPCs in the fight with us, we really don't need them and its irritating to have them along, its almost never a good idea to use them in fights, they make things longer, steal rewards from the PCs. DMing for dummies strongly recommends against having NPCs in battle with the PCs, and my own anecdotal feelings have always lined up with that. That being said it might be a choice the module assumes, I'm running Serpent's Skull and it makes use of NPCs like that, I just try to limit it as much as possible, and if viable have them engage in a separate fight from the PCs.

I don't think I'll be casting Obscuring Mist again, its confused matters a bit, its a good spell, but much better when you can drop a template down on the board and everyone knows where it is. Hopefully now its dismissed things will be easier.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Oh, I'm a little surprised by that statement, I though Alistair was an experienced Guard Captain?

Khaldrun, seeing Alistair looking lost in the fog and conflict calls,

"Is that sword for ornamental purposes only Captain? If not I suggest you make use of it!"


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

You realize its not actually possible to shoot your own party member right? Doesn't happen on a natural 1, its just a -4 to hit. Also you have a +1 scimitar +1 to hit and an additional +4 against the one who got greased, you would also get an extra attack next turn if in position. The obscuring mist imo is still serving us well, they cannot shoot without revealing themselves and they cannot move and shoot their crossbows. Khaldrun will dismiss it next round if necessary.

Jaldan was a wizard right? Did I miss something?


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Read the text GMEDWIN you specifically can for the amulet of mighty fists only. It's in the part I bolded.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

It probably means that he'd did three points less damage, so unless they have 57+ HP, which I hope is not the case! Still down.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Torsk hate to tell you this, but a +1 Flaming Amulet of Might Fists is a 20,000gp item... Not an 8,000gp one. I'd recommend having it be a +0 Flaming Amulet of Mighty Fists, which you can do with the amulet as opposed to a normal weapon, which would make it 5,000gp.

PFSRD wrote:


Amulet of Mighty Fists

Aura faint evocation; CL 5th
Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight —
DESCRIPTION

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Remember haste gives you +1 to hit, +30ft move speed, +1 to reflex saves, and an extra attack at your highest bonus on a full attack folks!


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Perfect! Yay!

Khaldrun strides out of the mists surveys the scene before him and chants,

"Noitacirbul emetxe!" hurling a gobbit of transluscent grease up against the wooden frame to coat the feet of Lanfear's foe from the cover of the doorway.

Casts grease covering the four squares at 15 and 16 G and H. Hoping to give Lanfear a +4 on her whirlwind of blades :)

Grease DC 17 Reflex or fall:

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Perception to check there's nobody hiding in the building thing: 1d20 + 13 ⇒ (10) + 13 = 23


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Link just takes me to my list of previously viewed and shared maps, including the two blank ones from this game - orig and my redone one. I cannot see or access anything named Sothan Lodge I'm afraid. Also please, please start using URL tags its such a pain in the bum to copy and paste the link especially on my phone.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Neither this nor the previous link worked for me - or for anyone else I think from comments all I get is link does not exist :(.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

GMEDWIN can you please give grid coordinates for your visible Legionnaires and NPCs? I need to know who I can target for area effects, etc.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

GMEDWIN, not a big deal, but its a bit easier if you use URL tags around your link, then you can give it a nice concise name and people just have to click it rather than copy and pasting it to the address bar. All you need to do is type the following, except with square brackets (url=www.examplelink.com)EXAMPLE MAP(/url).


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Using his new blazing speed Khaldrun dashes forward coming to a halt between the lions L15 and says,

"Let us divide and conquer. Subminolumuc!" Mist swallows him and the two rear legionnaires, and while his foes can see nothing he shifts reappearing inside the greenery frame still hidden by the mists. N16

Obscuring Mist:
20 ft. radius spread from L15. A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

Can we get grid positions for the enemies? Khaldrun is aiming to catch the rear two in the mist, but leave the front two free. If this isn't possible please let me know and I'll adjust my actions accordingly.

My reasoning is that this will allow us to deal with the first two, and force the others to move so they cannot reload their crossbows. Khaldrun can always dismiss the mist at the top of next round if they try to hide in it.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Hope you don't mind, but I gave that map a quick edit in photoshop, mainly to give it a grid reference so we can state our positions more easily.

Edited Map


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun chants,

"Gingthgilsatsaf!" and suddenly the whole group, save Jhaldan finds time flowing about them more slowly as their own movements speed exponentially.

Khaldrun then vanishes reappearing behind the most substantial cover close to hand.

Uses Shift to teleport 15ft. as a swift action to the most suitable cover within 15ft. from the visible foes - assuming there is any. If there is none he goes behind as many allies as possible.

Only omitting Jhaldan from haste because he can effect 6 and as a caster it should be less useful to her.

Haste Effects:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Its pretty easy, just get a free screen capture program - I use Screenhunter - get your PDF up at a decent size for the map and capture the map, which just means dragging a box around it. Then open the resulting image in paint, photoshop, etc., and color over any hints. Then I just use photobucket to host the maps, but the best thing to do is host them on google drive so players can move their own icons - not quite sure how to do this yet as I haven't really tried, but I'm told its easy and one of my DMs uses it to brilliant effect.

I generally just decide on a sensibleish marching order for my players to speed things along.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Any chance of a map or some distances? Its going to be very hard to use a significant proportion of spells without having more ideas about placing.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Normally you can only take a standard action in a surprise round, or a standard and a swift at any rate, but you can charge up to your speed.

Initiative: 1d20 + 12 ⇒ (15) + 12 = 27


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun follows Alistair's lead.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

"A status report? I truly hope she has a better reason than that. This seems the worst kind of foolishness to me, but I suppose she is currently my employer in a manner of speaking," Khaldrun says, obviously irked.

"Very well let us get this over with," he snaps, sriding purposefully for the Lodge.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun frowns, and detects magic looking for any sign that this might be someone assuming the form of Mithral Scab, if she is the real deal he says,

"Why would they attack the Lodge, purely for that runt? I suppose a thief would be useful in gaining the mask, but why do we need to come back with you exactly? There seems to be no pressing danger if they have left, why the urgency? Surely cleaning up a few traps could be left until day time? It strikes me that were I in their shoes I would want to remove us from the equation were I able..."


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

A yards three feet right? So about 135 feet to the buildings themselves.... Thanks.


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun casts Mage Armor and False Life upon himself, since he will be sleeping soon enough and then takes his time finding a well concealed position he and Azule can watch from without being seen.

Takes 20 on stealth for 23.

False Life Temp HP: 1d10 + 6 ⇒ (9) + 6 = 15

How far is it from the edge of the roof the group are on to the Crook Bearer's roof?


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

I'm for watching the estate. Can you fill us in on the surroundings a little GMEDWIN? What sort of buildings are around? Is there anywhere that might rent a room, or that we could look down on the estate from?


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Seeing his new colleagues reluctance, and sharing it to a degree Khaldrun sighs,

"Very well then lets at least keep a watch on the place. If we can find the true masks location I have no doubt our foes can do the same. Perhaps the Crook Bearer will be more willing to risk lending it to us if we save it. Please set up a watch I have a few things to prepare and shall be back shortly."

If the others agree.

GMEDWIN:

Khaldrun returns attempting to find the Archdocent and explains the situation. He tells the Archdocent that he has no desire to steal the Mask, but that he cannot bear to risk loosing the opportunity of a life time to explore the pyramid. He suggests that a skilled wizard might be able to replace one mask with another, and offers to leave his metamagic rod in the Archdocents care as surety, as well as first refusal on any artifacts discovered...

Basically he's obliquely trying to say that he wants to borrow the fake mask in order to swap it for the real one, and offering up a 3000gp item to show hes not just trying to nick a lot of gold.

If that works he then goes and purchases a scroll of Magic Aura...


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

How about watching the house and acting if someone tries to rob it?


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun's reasoning here is that he wants to keep things in his own hands. In game I would be surprised if there isn't some alternative, but all I can see would be either waiting at the Pyramid for someone to open it with the mask or someone else stealing it and us stealing it from them. Thoughts? Alternatives?


Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13)

Khaldrun waves a hand dismissively,

"We need not keep it, we can simply borrow it. Otherwise we must rely upon others, or give up a historical opportunity!"