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'Skivven's page

36 posts. Alias of Whack-a-Rogue.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Ah, gotcha. I'd thought Move Action Perception was if I was focusing on a specific thing (like checking a door for traps). In that case, I'll take10 on doors and other noteworthy fixtures. Go ahead and roll for me otherwise.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven nods, retrieves another scroll, and moves to check the rightmost door.
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Move: retrieve scroll of see invisibility
Second Move: go to door and check for locks/traps
Perception: 1d20 + 11 ⇒ (14) + 11 = 25

@GM: Unless I roll in my post (like this one), I'm taking10 on Perception/Stealth. Or are you handling that a different way?


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven reads his scroll (see previous post) , then moves to examine the north door for traps.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Round Three was drinking a vial of Troll Oil. Round Four was casting message.

Round Five
Skivven continues to move further into the chamber while scanning for any traps or notable features.
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Double Move Southeast. Continuing to Take10 on Perception/Stealth

Round Six
Unless something noteworthy happens or I see anything...
Skivven retrieves a scroll and reads it.
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5ft-step East
Move+Standard: retrieve and read scroll of resist energy(cold)

Current Buffs
Troll Oil - auto-stabilize/ignore bleed effects ~1hr
Alchemical Grease ~4hrs
Mage Armor (already calculated in profile spoiler) ~4hrs
Cold Resistance 30 (1hr, 50min)


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Round 4: cast message on Jin and Andrezi, then move into the room.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

My Round 3 actions are in my previous post.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven takes a moment to smear himself with grease.
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Full-round: retrieve and use Alchemical Grease.
5ft-step closer to the archway.

Heading to work now. Next round, I'll drink a vial of Troll Oil.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

"Interesting... I wonder how your frosty former friend will fare."

Skivven reads from a scroll as he begins scouting.

Move: 20ft toward the southern archway. Taking10 on Perception/Stealth unless otherwise noted.
Standard: read my scroll of mage armour (assuming I was able to start with it in-hand).


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

I'm good to go but will be leaving for work soon. Tues/Thurs are rough days for me posting-wise, but I should be able to get a few in here and there.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

That's a good idea. It also saves me some money so I can get a quarterstaff of entwined serpents faster.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Will do. I'm not too worried about the Goblin as the Monk levels give me good Touch AC before my standard buffs. I'll definitely grab some cold resistance, though. I'm not too worried about the PvP element as we should be able to swarm them. How do we want to handle the dungeon crawl element?


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

I'm built to fill the Arcane Trickster role: traps, scouting, and sniping from range. Any ideas on handy spells/consumables that I've overlooked?


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

The bat will probably be a better scout than me, so I'll be the backup in case it dies. message + obscuring mist should allow me to warn the party and escape. I can also disable any traps we find.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Last round, the Goblin had a scroll of see invisible, but he didn't use it until I vanished in front of him.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

@Ashe: what advice can you give us for countering Team One? Unless something's changed, they have a super sneaky/super perceptive Goblin roguish type, some sort of blaster caster, and Wandering Monster's unknown character (unless he recycles his Fire Wizard).

We'll almost definitely have numerical superiority, so splitting up could be a viable option. Jing and I scout one way, Andrezi and his herd scout another way. I could use message to keep everyone coordinated. Alternately, we could stay together until we meet the opposition. In the chaos of combat, someone could hurry off and keep scouting out the dungeon. Just presenting a couple of options. Regardless, after the PvP, we should take a minute to loot the bodies. I know we can't keep anything, but using their gear would save us from burning through our purchased consumables. I have a a bunch of potions and pearls of power, for example, that nobody took off me while I was asleep last level.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Cool. Hopefully we can turn Team 2's fortunes around. :-)

@Teammates: I have several thousand gp unallocated if anyone had suggestions. I'm a sneaky scout/trapmonkey. In combat, I'm more like a ranged Arcane Trickster.

@Crusty: What animals are you going with?


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Same here. He seems to be like me: some crazy multiclass build. Rage + I assume FoB = awesome power. Now to see if Team 2 can pull off the impossible and steal the ultimate come-from-behind victory!


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

So, assuming they don't go back on their word and kill me, I'll be asleep for 1-5min depending on their caster's build. I can escape any bindings with a DC 24 or less. I doubt it'll matter, but just in case the other group gets wiped by a monster or trap, Team 2 isn't necessarily out of this round. :-)


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven chuckles as he dispels his invisibility. "It's like you don't trust me for some reason. No matter, I could use a nap anyway."

I'll willingly fail the save and trust the Good-aligned Barbarian will make sure everyone honors their word. Skivven's Neutral-Pragmatic, after all.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

"Screw this! A silly flag isn't worth dying for. I'm no threat to you and just want to get out of here with my skin intact. Leave me alone, and I'll do the same." If I'm lucky, I can hunt down that wandering monster so I at least end up with something

Still invisible, Skivven then runs as far as possible from the opposing team.
Full-round: Run (3x move) to the other end of the room. Still invisible, so hopefully no AoO from the crit-happy Tiefling.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

It's time for some guerrilla warfare. William, if you survive this round, you may want to do the same. We need to find the flag.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven quickly analyzes the Half-Orc and notes several flaws in his defense. He then take a quick step back and disappears.

Knowledge(local): 1d20 + 13 ⇒ (13) + 13 = 26

Swift: Kirin on the Half-Orc (+2 saving throws + AC vs. AoOs from him). 5ft straight back. Standard: use bonded amulet to cast vanish.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25
GM said wrote:
Characters with PC class levels are 1 CR lower than their class levels. So you guys are CR 2. He's not actually a human, he just looks like one. He's a tiefling, so knowledge (planes), DC 17.

Gotcha. I'd added +1CR for PC wealth, but it was just a guess on my part. I don't have Know(planes) yet, so it's probably a good thing that I failed the check. :-)


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

I figured CR 3 (3 class levels + PC gear, but I'm really not sure. I don't see the feat chain used much - especially against PCs, so I'm a little unclear about the calculation.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven readies an action to magic missile the first enemy to cast a spell.

Swift: Kirin Style on the human
Knowledge(local) DC 18: 1d20 + 13 ⇒ (3) + 13 = 16

If necessary, enemy concentration check will be 10+spell level+damage received.
Magic Missile Damage: 2d4 + 3 ⇒ (1, 3) + 3 = 7


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

(Seeing as he's currently invisible....) Skivven whispers, "Zinkov, open the door." He'll then move to where he can see inside the room.

In case I don't see the next update in time, here's what I'm doing: Once he can see what's inside, he'll swift action identify the least-armored opponent (He passes the required DC on a 5 or higher unless it's an animal or outsider). He'll also ready an action to magic missile (2d4+3) the first person to cast a spell in an attempt to interrupt it.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven mutters in Ratfolk before vanishing from sight.

Swift: activate Kirin Style. Standard: cast vanish


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

"Four possibilities... Shall we put it to a vote? "


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven carefully moves closer to the opening and examines it.

If there's nothing unusual there, I'll walk around until I can agitatedly judge the entire chamber and see all entrances/exits. Taking 10 on Perception/Stealth as usual.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven looks back at his teammates and opens-and-closes his hands a few times before continuing his cautious advance. (still taking 10 on Perception/Stealth)

Trying to convey that there's a doorway up ahead. Not sure if it takes an understanding check or not. Also, I completely agree with that Stealth ruling. It's how I've always played it. After all, HIPS is one of the major perks of playing a Shadowdancer. :-)


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

So, the marching order is Me ... 15ft ... William ... 15ft ... Zinkov. Is that correct?

Skivven nods to his teammates and begins cautiously making his way into the dungeon. I'll be taking10 on Perception/Stealth for the time-being and will let you know when that changes.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

The darkly-clad ratfolk immediately sets about increasing his survivability and casts a spell (mage armor). "Is everyone ready? Let's get this done!"


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Very nice!


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Once the fighting starts, I'll be hiding behind you. I have decent AC and HP but am still a Wizard. Plus, because I'm using Kirin Style, my crazy cantrip damage takes 3rds to activate, and I'm a full spell level behind. Out of curiosity, why'd you take Spell Focus (conjuration)? I've never played an Antipaladin, so I don't know all their tricks.


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Sounds good. :-) We should probably establish a matching order and some go-to tactics to make GM's life easier in case of bottling.

I'm thinking I could scout 20-30ft ahead of everyone. If I notice anything, I can signal or something. During combat, I plan on focusing on enemy squishies with ranged touch attacks (I can deal up to 1d3+13 with ray of frost) but will try to keep a slot open for emergency spells if we get in over our heads. Thoughts?


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HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Whack's alias.