Mothman

Morgtii's page

104 posts. Alias of Michael Sayre.


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N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii sees...

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Also, since we leveled up, Morgtii can pass around some fairly serious Stealth bonuses with his Assassination Drill and Scout bonuses (+4 bonus right now, and the whole group within the drill's effect takes the highest Stealth roll between all of them).

"Friends... Does anyone else notice how still the sentries are?"


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Do we have 4 people with ranged attacks that can reach the goblins? Morgtii can activate its Steel Rain Drill, and if two people each attack one goblin, that's 4 attacks per goblin with Target of Opportunity, which with the bonus damage from Steel Rain may be enough to take them out.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii votes for the tower. No reason to go chasing more trouble than we've already got.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Assuming that Morgtii is warned in time, it draws its bow and activates its Steel Rain Drill.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii's antennae quiver at the grizzled old man's words.

"You know this one's kind? Have you seen these slavers recently? When was the last time you saw this one's people?"

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Given the stranger's display of hostility and distrust, Morgtii chooses to remain quiet and unobtrusive lest drawing attention to its distinctly inhuman appearance leads to more harm than good.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

For marching order, Morgtii would prefer to be in the front two or three. Any farther back and it becomes difficult to set up an unimpeded line of fire.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii waits for its allies to announce their preference, happy to step into whichever shift suits the group's needs best. If pressed, the little entobian mentions that his bow would probably be most useful in the early morning shift, when the first hints of dawn will allow him to alert the party and engage the enemy from his preferred distance.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

What was the loot split from our last adventure? Trying to figure out if I can afford to upgrade my bow before we head out.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii inventories the gifted goods and adds the new arrows to its quiver, using its midlegs to make small but easily identifiable marks on the trip arrows so it can quickly identify them by touch.

"Trust in Morgtii and Kee-rik-friend to see us safely through the Bog. We will not disappoint."


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
GM IronDesk wrote:
Happy birthday!

Thank you! So, Morgtii's all leveled up.

Highlight reel:

+8 hp (I think this is correct? D10 hit die and 14 Con.)

Scout specialization (Stealth as class skill, I and all allies affected by one of my drills or auras adds my Int mod (+2) to their Stealth checks).

Bravery

Quick question, can't remember if we already discussed it or not- I believe we'll hit 3rd level, am I allowed to pull feats from other 3pp products? Specifically looking at RGG's Genius Guide to Bravery Feats, which I intended the Battle Lord to synergize with (I wrote them both).


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

With a grim look of determination, Morgtii levels its bow at the wounded apprentice and lets fly an arrow.

Longbow + PBS: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 3 ⇒ (3) + 3 = 6


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Hoping to drive the powerful necromancer away, Morgtii launches another arrow at him-

Longbow: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 2 ⇒ (3) + 2 = 5

before moving out of cover to stand next to Dewall and menacing the necromancer's apprentice with its razor-edged midlegs, praying it can keep the large canine safe until magical healing can be brought to bear.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii quickly lines up a second shot at the necromancer, cursing the fickle wind and praying its next shot flies more truly.

longbow: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 2 ⇒ (4) + 2 = 6


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
Rodolpho Santiwale wrote:
Never seen a group consistently roll lower than us over a fairly lengthy period of time.

It's pretty bad, yeah. You know, I once played a rogue with a +2 to hit at 1st level and missed exactly once during that entire level of play? I'm starting to feel like this is payback for that.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Varamar is the one in the back right? Straight ahead of Morgtii? My understanding of the relevant cover rules: "Low Obstacles and Cover: A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he's closer to the obstacle than his target" is that Morgtii can attack Varamar without penalty at this point.

Morgtii pops up and fires an arrow at Varamar.

longbow: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 2 ⇒ (1) + 2 = 3


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii dashes down to join Kee-rik and Raidh at the cover, bow readied so Morgtii can decorate Varamar with a few feathered fletchings.

(If you could place me in the square diagonally behind Kee-rik and directly across from Raidh, I'd appreciate it!)


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

With its arrows proving so ineffective, Morgtii decides to attempt moving into a flanking position by vaulting over Kee-rik and rolling through the skeleton's legs.

Acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28

As I understand it, this is against a DC of 5 + the skeleton's CMD, so probably a bit of a longshot. If successful, Morgtii makes an attack with its midleg.

Midleg: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 1 ⇒ (4) + 1 = 5


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

I will go with whatever seems appropriate tobthe rest of the group. Given that I'm the primary archer, I don't know that I give an unbiased opinion.

That being said, and this is probably a house rule that I assumed was a rule because I'm having trouble finding anything now, but we've always played it that a creature who is a size category or more smaller than the target doesn't provide cover or concealment. That's why I aimed for the one on in front of Kee-rik.

***Edit***
Actually, that was probably just originally extrapolated from this-

"Partial Cover: If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. This partial cover is subject to the GM's discretion."

I don't think concealment applies here.

My interpretation would be that I take the -4 since I don't have Precise Shot yet, and the zombie has partial cover from Kee-rik.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii spends a move action to activate its Steel Rain Drill and takes a 5 foot step forward before firing at the undead in front of Kee-rik.

Just realized I've forgotten the +1 to hit from PBS even though I've been including the bonus to damage. Don't think it's made a difference at any point though.

Longbow: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 151d6 + 3 ⇒ (2) + 3 = 5


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Morgtii quickly fires an arrow at the undead figure.

Longbow: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 1 ⇒ (5) + 1 = 6

I assume my higher initiative means I don't take a penalty on this shot because Keerik hasn't actually moved yet.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

"Shall we pursue the Master? He cannot have gotten far!"
Pumped with adrenaline from the momentum of its ferocious onslaught against the undead hordes, Morgtii quivers with anticipation, eager to continue wreaking justice upon the nefarious forces that have imposed themselves upon Morgtii's friends.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Hoping to end the fight quickly and unwilling to continue trusting its luck when it comes to firing arrows through a cluster of friends, Morgtii dashes forward and tears at the remaining undead with a wickedly serrated midleg.

Midleg: 1d20 + 3 ⇒ (19) + 3 = 221d4 + 1 ⇒ (3) + 1 = 4


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Praying for better luck, Morgtii steps up next to Dewalt looking for an opening and fires two more shots into the undead hound savaging Raidh.

Good news, if you go down, I'll have a clear shot....

longbow: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 211d6 + 3 ⇒ (4) + 3 = 7
longbow: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 211d6 + 3 ⇒ (3) + 3 = 6


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
Raidh Angharad wrote:
I have great trouble choosing and then making actions for other players. I'm happy for you to bot him if no-one else does...

Ditto.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii fires two shots at the big beastie-

longbow: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 71d6 + 3 ⇒ (6) + 3 = 9
longbow: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 111d6 + 3 ⇒ (1) + 3 = 4


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

I'm so sorry everyone, the last couple weeks completely got away from me. I've been working 10 hour shifts and then coming home to crunch time on two expedited projects I agreed to do for Drop Dead Studios. It looks like I currently have two attacks at full BAB available and my Steel Rain drill is active, yes?


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii lays arrow to string and begins the signals and gestures for its Steel Rain drill. Slipping past Dewalt, Morgtii settles against the inner with a clear firing line to the Master.

This will put Morgtii 10 feet east of Kee-rik's current position.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
Kee-rik wrote:


Seriously, who designs a melee-oriented class with d8 hit dice and no armor proficiency?

I think you're supposed to crank up your natural armor? I seem to recall the metamorph being really squishy at levels 1-4 but steadily cranking up and eventually being one of the higher AC classes.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii avails itself of the goblin's arrows and replenishes its quiver. Slinging the eyepatch over one antennae so it comes to rest loosely near one compound orb (Morgtii thinks it might lend a certain rakish air), it scuttles over to the thawn and examines the doll, seeing if perhaps it might have once belonged to one of the village children.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii will also search the room.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii's antennae twitch in mild agitation. "The farfalites of my hive warned the little ones of demons. Dolph-friend is farfalite of new-hive, if he says we have no business with lizard-goat-bat, we should not mock it. Trouble looks for those who bring arrogance into strange places."


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

"Dolph knows more of magic than this one, but perhaps the lizard-goat-bat in the circle knows more of what is happening and who we may yet be forced to battle?"


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

"Morgtii will accompany Isabella and Raf to safety and return. Now that we have intruded on our enemies, it would be dangerous to let them discover our interference in our absence."


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii dashes towards the ring of keys, snatching them off the post.

Assuming nothing happens....

After securing the keys Morgtii quickly scuttles back to Isabella to remove her chains, before tossing the keys at its nearest friend to assist the old man and helping Isabella to her feet.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii dashes towards little Isabella.

"Isabella-friend! It is Morgtii! I have brought otherfriends to rescue you. Are you injured? Do you know where they kept the keys to your bonds?"


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii tears into the adjacent goblin with both midlegs, desperate to resolve the battle quickly.

Midleg 1: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (4) + 1 = 5
Midleg 2: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 1 ⇒ (2) + 1 = 3

Morgtii refuses to back down in this fight, so if the goblin goes down, he'll 5 foot step up into the vacated space, otherwise he'll hold his position.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Just let me know when you're ready for my turn


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Does Morgtii recognize the child?


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

"Small.... Isabella!!!"

Worried that the sobbing and small footprints may belong to its missing, and possibly injured, friend, Morgtii begins to scuttle towards the source of the noise.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii bobs its head and quickly distributes the items.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

"How shall we divide these treasures we have found?" Morgtii asks.

"Perhaps those who fight face to face should take the healing potions? I have often thought it would be interesting to be bigger, but I do not think I am the best choice to carry the other potion. And what are these?" Morgtii curiously sniffs and runs his antennae over the pungent bulbs and herbs, "Spices?"


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

"Perhaps there is something of value yet to be found in this once-laboratory?"

Morgtii sifts through the laboratory materials, looking for anything of value left amidst the decay.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Nudging Wolf-eyes and indicating the left-hand tunnel, Morgtii indicates that the party should proceed.
"Let us find what these caverns have to hold, together. Watch and listen with care, but let the darkness not dissuade us from our task."


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

My vote would be that we travel down path A. Marching order- Wolf-eyes, Kee-rik and myself, Raidh, Dolph?


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Do we need to put someone else in the lead just to keep things moving?


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Roll out!


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
GM IronDesk wrote:
*** And, just because you can see a torch light in the darkness ahead, doesn't mean you can see if its wielded by wolf-eyes or lying beside his eviscerated corpse... :>

Well, I mean, as long as we know where he is, right?


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

I'm here, there just hasn't seemed much reason to chime in since I'm basically playing shadow. Let me know when/if it becomes relevant to make our Stealth checks.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii will use its Assassination Drill to give itself and Kee-rik a +2 bonus to Stealth checks and use of the Stealth Synergy feat, once we figure out Raidh's lighting situation.

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