Darius Finch

Sir Loric the Righteous's page

110 posts. Alias of dbauers.


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HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Oh ok. So assuming lefty/loosey righty/tighty holds, the floor i am on should be rotating clockwise as it slowly moves down to crush the people on "floor 2". So if i stand "down turn", so to speak, and grab the bar, Loric can walk counterclockwise, pushing up against the bar, almost like a treadmill and try to slow down or reverse the turn?

If I have that right, he will do so, and I'll also probably suggest to GWWWR to do the same thing on the next floor down. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

DMDH:

I'm not a very "visual" person IRL, so I may be way off base here, but Loric would certainly want to try to stop his friends from being crushed, if possible.

Can he stand on one of the poles that are protruding, and try to hold up the floor to stop it from lowering?

Str Check if the action is possible: 1d20 + 3 ⇒ (4) + 3 = 7


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

loric is dumb and has terrible perception. i was waiting for a little direction, and ryujin provided it. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Loric gallantly strode to the frozen witch, taking off his shirt and holding it out with an exaggerated motion.

"Miss, I know you are not harmed by the cold so to speak, but I feel I simply cannot allow myself to be clothed when you are not. It wouldn't be right. Please take my shirt."

Loric then began climbing into the hole, trying to help his comrades before they were crushed.

DMDH:

Climb 1d20 + 8 ⇒ (6) + 8 = 14


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

DMDH:

Perception to figure out what the heck is going on:

1d20 - 2 ⇒ (11) - 2 = 9

is it correct to assume that means loric has no idea what is happening? Lol

Brave Sir Loric looked around perplexed, wanting to help but clearly confused about the situation.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

The shining knight entered the training grounds, his long platinum hair blowing majestically in the wind.

Looks like you guys could use some help. Where is my strength needed most?

*toothy smile*


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

I am ready to smite all kinds of evil now!!!!! Awww, yeah!!!!!


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
DM Doomed Hero wrote:

However you'd like to re-work him would be fine.

Remember that he only go a brief amount of screen time, and the entire "bad guy pretending (badly) to be good" thing might have just been his gladiator persona. In "real life" he might be a perfectly nice guy.

i think im going to play him as more like the tick / don quixote, and less like gilderoy lockheart. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Joboo wrote:
sounds like a winner Sir Loric. Now Lorn and Joboo will just have to make sure they dont do anything untowards in your sight.

My, you certainly are large-headed for a gnome, friend.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Aha! I got it! Oath Against Undeath removes his ability to detect evil. I just drop his int and wis lower, raise his physical stats a bit, and just make him too dumb to realize the evil party members are evil.

Problem solved. I'll update today or tomorrow.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Lorn the Barber wrote:
of course you can, you just be one with a very bad perception of who's actually good or evil. we'll buy some lead sheets for that detect evil slander.

Ah, good ol' lawful stupid. Reminds me of a character I played back during AD and D. I wanted to play a pally, but that was when it was like straight 3d6 per abiilty score, and you needed preposterous scores to be a paladin.

So enter Blaine Goodheart. The 6 int fighter who was so stupid he didn't even realize he wasn't a paladin. Poor guy.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Well, I was going to say, instead of being an evil guy pretending to be a goody goody douchebag, I could just make him an actual pld and actually be a goody goody douchebag. But I can't team up with evil guys then. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
DM Doomed Hero wrote:

I apologize for the lack of posting this week. I was on a trip and thought I'd have time in the evenings to update the game. That turned out to be a pipe dream.

Lorth, I'm sorry to see you go. We seem to be losing quite a few people lately.

Loric, I'm fine with you retraining. my concern is that a truly evil character may be unsuited to the "group challenge" focus the game currently has. Any thoughts on how you might address that issue?

Game update to happen on Monday. I'll be here for off and on for discussion issues though.

what if i make him a L/N inquisitor or cleric of asmodeus? he would be more of a team player then.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Lorn the Barber wrote:
*waves at "Sir" Loric*

*extravagant bow*


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

oh, and i can retool him as a cleric and dip some antipaladin later or something, if a cleric is in high demand


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Did someone call? It so happens I have some free time available to me. I'd love to come back into the action if yall will have me. Though I would request if possible, to have some kind of training battle or something so I can hit level 2 and catch up. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

I am very sorry, but I have to withdraw. Tons of personal issues going on right now, and I just don't have the time or the motivation to participate as much as is necessary.

Apologies to DM DH. This is an awesome idea for a game guys. Take care everyone, and happy hunting. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

DM DH Tons of s#+$ going on at home right now. Been trying to keep up but I may have missed some stuff. Did you ever respond to my question?

Am I right that I wasn't hit by a bomb because that move got changed, but I was hit by Chess's water balloon?

If that is the case, I just need to know what the effects are, and when they kick in. Like is my fort save / acro check harder this turn, or not until next turn?

I'm going to post my reaction and my turn all in the same post.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Big Blue wrote:

Somewhere along the way there's been a rise in nitpicking and bickering.

I want it to stop.

I won't warn you, or call you out for doing it. You'll just be less likely to receive crowd favor and grey-area rulings might go against you.

It's that simple. If you have fun and help other people have fun, you will be rewarded in small ways. If you make my job harder, I'll hit you with a flaming sled.

wasnt bickering, just asking. im somewhat fuzzy on concealment rules, particularly the differences between 3.5 and PF.

being drenched by Chess just makes Loric's hatred increase that much more. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Doomed Hero wrote:

Chess's is. The cannon has no range penalties. If Mel manages to speed up a little Loric will be inside vision range. Otherwise Chess will have to guess (50% miss chance)

Chess if you'd like to change your target though, go ahead.

I thought total concealment means you can't see the guy at all, meaning you have to guess what square they are in, AND if you guess correctly, they STILL get a 50% miss chance. That's why I waited until lorth had regular concealment when I shot him earlier. How did chess know where I was? Last turn when I was closer, he was busy fighting, and now he can't see me and guesses the right square? Eesh.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Lorth Blood-Seer wrote:

DM Doomed - can you re-inforce what the guidelines for attempting to influence the crowd are?

I see a few people are throwing a hopeful roll in as a swift action... which is something that I don't think is reasonable. To me attempting to garner crowd interest / support actively should require a sacrifice of some kind by the character - at least a move action if not standard action. Otherwise every single character is going to start throwing out rolls as it costs them nothing to do so.

Of course as you've done people have a chance to passively influence the crowd if the pull off a good maneuver / strike / etc.

I'm happy to go with whatever you explicitly state for active crowd influence - just want to get it clarified.

It's particularly bogus given the fact that if that 3 was his cannon shot, it would have missed me. :/

DM DH I saw that some stuff got switched around, so I'm wondering what was and what wasn't actually targeting me. Was I hit by a bomb? Or a cannon shot? Or both?


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

stats:

HP 12/12
AC 16/16 (ff)/10 (touch)
Fort +4 Ref +0 Will +3 (+2 vs charm/compulsion)
Effects: +1 to Fort save due to joining battle late
Ammo (x-bow): ? / ? (not loaded)

Fort save (DC 11): 1d20 + 5 ⇒ (8) + 5 = 13

Full-Round "hold on" for +20 acro take 10 (DC 13): 10 + 16 = 26

Loric began to rise from his knee, slowly steadying himself as the sled slowed.

Still too fast. I can't steady myself for a shot unless this baffoon slows down.

Ryujin:
"Partner. I'm almost ready to take these heathens down a notch. Just a little slower...." If you drop to 45 ft speed, I can use a move to hold on and take 10, and just have enough to make the balance check


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Hey DM DH another question for ya.

The rules say that the balance check for the gunner is the same as the ride DC.

They also say that if you go faster than 50, the drive DC increases by 5 (which therefore increases the balance check by 5).

However, it says that if you slow down to 45, the driver gets a +2 to ride check (instead of ride DC going down by 2), so my question is: does the gunner also get +2 to balance in that situation?

I shouldnt have worn my armor to this match. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

All the more satisfying when I squish him like a bug with my earthbreaker. MuhuhuhuhuhahhahhahahHA!


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Chessna'ra wrote:
DM, I just failed my balance check by 2 or 3 points. What sort of penalty does that net me, and when does that penalty happen? This round, or the next one, like a failed driving check penalty?

I just saw this, and it looks like DM DH missed it before the round update.

I too am wondering what the consequences for a failed balance check are. Considering I will almost certainly be failing one soon. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

But arent you out of actions? Move action to dance, 5ft step to get adjacent to Varniel, Std action to attack. What you are saying probably would require some kind of acro check, but it would also probably take a move action, which you dont have, right?


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

also, whats the range increment on the waterballoon cannon?


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

that attack missed because of mutagen, right?


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

im going to take my girl to the daddy/daughter dance. but when i get back, it will be time for more eeeeeevil. :P


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Stats:
HP 12/12
AC 16/16(ff)/10(touch)
Fort +4 Ref +0 Will +3 (+2 vs charm/compulsion)
Effects: +2 to Fort for save against cold, due to joining battle late
Ammo (x-bow): ?/? (not loaded)

Fort Save (+2 for grandstanding last turn), DC 10: 1d20 + 8 ⇒ (8) + 8 = 16

Free action to drop crossbow at his feet

Full Round action to hold on (+20 to acro), DC 18: 1d20 + 16 ⇒ (5) + 16 = 21

The sled took off abruptly almost immediately after the smiling Sir Loric jumped on. The knight clung to the sides of the sled for dear life, addressing his teammate while he drove.

Ryujin:
"Partner, you have been driving masterfully thus far. But would you kindly slow down a bit once we solidify our lead? My armor is great for protection, but not so much help in the way of balancing on something as fast as this craft. This cannon appears to be loaded, and if you can ease just enough for me to keep my footing, I should be able to take care of any competition."


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

ill be out tutoring for a couple hours. i was hoping to hear a response from DM DH so i could take my turn before the round update.

if i get back and you still havent had a chance to respond, ill try to do a turn anyhow.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Hey Ryujin, I saw that you said you wanted to add 5 ft to the speed, but if the marker you placed is for the monkeysheep positioning, I think you added 10 ft. I believe the diagonals go 5ft/10ft/5ft/10ft etc. I think if the target square was 1 to the right, that puts us at 55 ft.

DM DH Ryujin made a ride check and wanted to add 5 ft to our speed, which I believe adds to the difficulty for ride and balance, right? Does that mean balance will be harder this turn or not until next turn? I just need to know what my acro difficulty is before I post my turn.

Also, if I use aid another to be a "back seat" driver and try to help ryujin on his ride check, would the bonus for him (if I succeed) kick in next round, because he already acted this round?


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

There's any number of ways a humanoid would have a natural attack. Those bird men have a beak attack. Some orcs have tusks. I could list more if I wanted to take the time to look up more examples. That is why hair is secondary. Cause if you have claws or a tail or horns or whatever, you are getting a -5 to hit with (and less dmg done with) your hair. But if you have no other nat. attks, you don't take the -5 to hit or the lesser dmg, despite the fact that the hair is secondary, per the rules. The hair isnt "becoming primary" or anything like that, it's just that in this instanc the drawbacks of being secondary are ignored. Based on what Mel posted, it seems pretty cut an dry to me


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Unless I have a one on one fight vs a good aligned character. Then I'll smack the s$~# out of him. ;)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Joboo wrote:
Chessna'ra wrote:


Joboo wrote:
Ok that makes perfect sense Mel but I'll still argue that sense in the description of the Hex it specifically says that Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). that it should be treated as such.
I remember way back when character creation was happening, Doomed ruled that it would be treated as a primary natural attack if it was the only weapon she was using. So she isn't just pulling that extra damage out of no where.
now I feel like going through my character and trying to find a class feature or skill to have upgraded beyond RAW. Flavor or not; twisting clearly defined RAW especially in a PVP environment is simply not fair to the other characters unless they are equally balanced in turn.

Dude, look at all the ability bonuses and racial abilities that a drow noble has. That would be like a 35 point buy for a human. This game is clearly more about character / story than rules / balance. Not a complaint about Chess, btw. I love the character.

I mean, IMO, even a straight up Orc barbarian like GWRRRR is going to be way more powerful than say, a half-Orc barbarian in 95% of the stuff we do in this campaign. Orc ferocity on top of barbarian rage is CRAZY! Particularly at low levels. At least for me, I just made an antipaladin cause I thought it would be fun. I certainly don't plan to win pretty much any of my fights. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

You CAN attack someone ahead of you in the initiative list, but you can only do so if that person has already acted during the current round.

Since I'm at the very end of the initiative order, I could never be the very first person to act in the round, unless I take no offensive actions


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

I will echo Mel's sentiments about enjoying Joboos contributions. I will also say that I did drift into advice territory instead of rules territory, and I shouldnt have done that. I apologize.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

if he does something wrong (like tries to bullrush you with an AoO or tries to attack with a scimitar thinking he can draw it and then use it as part of an AoO), and we have to tap stuff back, that takes even longer.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Chessna'ra wrote:

I think that instead of making a trip attack, a bull rush to knock him off the sled as he raises the dagger up over his head to throw would be pretty cinematic, if I could pull it off. Would that prevent the attack?

Also, do I have a grandstanding bonus from my standard action and preform check last round?

A bullrush (like most combat maneuvers) is a standard action (or a replacement for the attack action of a charge). It cant be used as an AoO.

A trip just replaces any melee attack, so that CAN be used in an AoO.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

technically, since chess has higher initiative, joboo would never be able to act before him.

but since this is play by post, and that would slow things down ridiculously, the rules are just that you cant attack someone higher until they have acted.

so you cant "stop" him from attacking mel, because joboo has higher initiative than her.

the way i look at it is that its like chess decided to delay until after joboo. you can react to the attack by taking an attack of opportunity, but my guess is you wouldnt be able to draw a scimitar to attack until you did it for your turn (which could happen immediately following the AoO).

obviously its up to DmDH but thats my opinion.

if it was me, id trip him with the aoo, then draw the scimitar and gut him for my actual "turn". ;)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6
Melashara the Crone wrote:
Joboo wrote:
Thanks for the options DM DH. I'll stick with my post and take the hit on Mel and the two AoO. Big risk for big reward in his eyes. Joboo's intention was to take out control of this sled and that's the quickest path to that goal. Either way it falls it will be an epic scene!

Agreed :-)

So sorry guys about all the questions, but I just keep thinking of them. If Chess trips you with his AoO, do you still get to make the attack on me? If so, do you get a penalty? If not, can I still make my AoO?

@Chess--don't forget your grandstanding bonus my good man.

well i believe your AoO resolves before the triggering action.

if you trip him, he becomes prone. a prone character cannot use a ranged weapon except a crossbow, so he wouldnt even be able to attack you.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

question about the ride checks.

lorth failed his last round, and went "out of control". but it seems like he generally went in the correct direction at top speed.

he now failed again this turn, when he was already out of control, but the rules for the match basically just say that if you fail a drive check you are out of control and get a penalty to future ride checks.

im wondering, is there a chance he wouldnt get to go full speed, or would fall off, go the wrong way, or crash into the wall, etc?

just wondering what the downside is of failing the ride check.

its actually better for me and ryujin if lorth stays ahead of us to take any possible shots by gwrrrr, but im curious anyhow. :)


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

a couple questions:

1) did my "bluff" of the crowd get me anything better than a +2 for grandstanding last round?

2) is the cannon dealy a ranged touch attack or a ranged attack? im hoping its a touch.

sadly it looks like im going to need to use my grandstanding bonus to balance instead of my shot, cause I cant even make a DC 13 balance while taking 10 and holding on. stupid breastplate. :(

or was the DC 13 ride/balance a hold over from last round, and now that he is on a new sled it goes back to 10?


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Oops, my bad. I just noticed I closed my spoiler tag too early, and my actions are visible. Sorry


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

Stats:

HP 12/12
AC 16/16(ff)/10(touch)
Fort +4 Ref +0 Will +3 (+2 vs charm/compulsion)
Effects: none
Ammo (x-bow): ?/? (not loaded)

Fort Save 1d20 + 7 ⇒ (11) + 7 = 18

Standard Action Grandstanding (bluff roll) 1d20 + 3 ⇒ (16) + 3 = 19

Readied Move Action to get onto Ryujin's sleigh when it is near me (acrobatics for balancing) 1d20 - 4 ⇒ (14) - 4 = 10

An exaggerated look of horror came over Loric's face as his bolt hit Lorth in the chest. He turned dramatically to address the crowd.

"Impossible! I know I saw the form of that wicked elf, and not the noble halfling, when I let fly my shaft! This must be more arcane drow trickery! I will put a stop to his treachery, I swear it!"


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

hey dm dh, glad to see you back.

one thing that i had mentioned before, was i was wondering if it is possible to make a roll with a social skill as part of a grandstanding check to possibly get somethign more (or different than) a +2 bonus.

like for my turn, i was going to std action grandstand (with a bluff roll attached, because i will be lying to them), and then ready action a move action to jump onto ryujins sleigh when it gets near me.


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

a couple things im curious about

1) Is it possible to use sleight of hand with a hidden dagger up in a spring-loaded wrist sheathe, to stab ryujin in the back once im on the sled with him, without anyone actually seeing me do it? Purely an academic question at this point, of course. ;)

2) Completely unrelated followup question: the match rules say 2 "active" members must complete 4 laps. That implies "alive", doesn't it?


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

I know what I'm going to do, but it just depends on final sled placement from the end of last round.

If ryujin is within 40 so I can see him (or if I can hear him saying something), I'm going to std action bluff/grandstand, and ready a move action to get onto the sled when it swings around.

If I can't see or hear ryujin, I'm going to just full action reload my crossbow as I bluff the crowd without an official grandstanding action


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

when someone is normally hit by a bomb they dont move though. is there some kind of "concussive" bomb or something that knocks people prone or moves them like a bullrush or something?


HP 22/22, AC 17/11 T/16 FF, CMD 16, Fort +9, Ref +5, Will +6

I assume DM DH is going to extend the time for this round until we can get things sorted out. No big deal.

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