Sajan

Sorek's page

1,456 posts. Alias of WabbitHuntr.


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HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Would be great to start this back up again!


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Posting Soreks rd 3 actions as I don't think anything Lars does could change them

Sorek seeks to finish off his spectre but has some issues with the rng

Haste+1, -3lvls
B,Magic,Good 17-20/x2

miss: 1d100 ⇒ 28 miss
attack#1: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
damage#1: 1d6 + 8 ⇒ (1) + 8 = 9
good damage vs evil: 1d6 ⇒ 6

miss: 1d100 ⇒ 77 hit
attack#1: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
damage#1: 1d6 + 8 ⇒ (2) + 8 = 10
good damage vs evil: 1d6 ⇒ 4

miss: 1d100 ⇒ 97 hit
attack#2: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
damage#2: 1d6 + 8 ⇒ (4) + 8 = 12
good damage vs evil: 1d6 ⇒ 2

miss: 1d100 ⇒ 40 miss
attack#3: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
damage#2: 1d6 + 8 ⇒ (3) + 8 = 11
good damage vs evil: 1d6 ⇒ 6

1 AOO/rd
miss: 1d100 ⇒ 17 miss
+1 Holy Longspear AOO: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
damage: 1d10 + 2 ⇒ (7) + 2 = 9
Holy: 2d6 ⇒ (6, 3) = 9


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Round 2 remaining actions
Grell
Lars


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

ouch! Grell. Getting critted on a touch drain is rough

Soreks 5fts toward Lyssa while staying in melee range of his spectre and has some difficulty connecting with its incorporeal body.

neg lvls -3, haste+1
B,Magic,Good 17-20/x2
miss chance: 1d100 ⇒ 45 miss
Haste attack: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
damage#1: 1d6 + 8 ⇒ (6) + 8 = 14
good damage vs evil: 1d6 ⇒ 1

miss chance: 1d100 ⇒ 46 miss
attack#1: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
damage#1: 1d6 + 8 ⇒ (3) + 8 = 11
good damage vs evil: 1d6 ⇒ 3

miss chance: 1d100 ⇒ 80 hit
attack#2: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
damage#2: 1d6 + 8 ⇒ (1) + 8 = 9
good damage vs evil: 1d6 ⇒ 2

miss chance: 1d100 ⇒ 6 miss
attack#3: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
damage#2: 1d6 + 8 ⇒ (2) + 8 = 10
good damage vs evil: 1d6 ⇒ 6

1 AOO/rd
miss chance: 1d100 ⇒ 93 hit
+1 Holy Longspear AOO: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
damage: 1d10 + 2 ⇒ (8) + 2 = 10
Holy: 2d6 ⇒ (2, 3) = 5

with Haste ac27 vs incorporeal touch


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek rushes in (move action) to attack the nearest spectre
and hits him with a flurry of kicks, readying his spear to strike at the other spectres if they get within reach

STANDARD action Flurry Strike, READIED:

Flurry Strike
Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple of the Broken Blade learns to maximize openings in his opponent's defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.

-1 lvl
B,Magic,Good 17-20/x2
miss chance: 1d100 ⇒ 87 hit
attack#1: 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30
damage#1: 1d6 + 8 ⇒ (1) + 8 = 9
good damage vs evil: 1d6 ⇒ 2

miss chance: 1d100 ⇒ 8 miss
attack#2: 1d20 + 14 - 1 ⇒ (16) + 14 - 1 = 29
damage#2: 1d6 + 8 ⇒ (1) + 8 = 9
good damage vs evil: 1d6 ⇒ 6

1 AOO/rd
miss chance: 1d100 ⇒ 23 miss
+1 Holy Longspear AOO: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13
damage: 1d10 + 2 ⇒ (9) + 2 = 11
Holy: 2d6 ⇒ (4, 5) = 9

with the magic circle ac vs Incorporeal touch =26


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Welcome back....Hope you've thawed out a bit from the freezing temps


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

init if needed: 1d20 + 9 ⇒ (14) + 9 = 23


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

the buffs Haste and Prayer will have expired during the search of the temple. Sorek renews his Precog Defensive (+1 ac and saves 2min) and then leads the group in

I'm best equipped against these incorporeals. Let me take the brunt of it and back me up with reach weapons, channels and of course Lyssa's arrows which they hate

ac vs incorp touch=25


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@brvheart ...waiting for the results of the DD on the secret door


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek nods his head as Grel makes a good point That is wise and cautious. My concern is that the secret door is likely the temple's treasury, maybe stocked with items that the fleeing priests could return for while we rest and recover. I was able to handle the master spectre (barely lol) if the lesser spectres fled they must be significantly weaker and I feel its worth the risk. I'm the one best equipped to fight them as their touch doesn't easily bypass my defenses. Let me and our CLeric who can channel against them inspect the secret door and if it leads to a long passageway we'll save it for later...But if it leads to a room that I suspect may be the temple treasury...Let me inspect it before we leave this place. We can examine the chests on the way out regardless

merry Christmas everyone


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Examining the secret door for traps

perception for first door we come across: 1d20 + 15 ⇒ (3) + 15 = 18
perception for first door we come across: 1d20 + 15 ⇒ (17) + 15 = 32
Detect for Magic and Evil, TRAPSPOTTING

after examining the door, Sorek will notify the group if any strong Evil or Magic is detected so we can properly prepare, Otherwise he will open the door and proceed down the hallway/cavern/etc til the next door/obstacle/creature is encountered

and if traps/locks detected (for multiple attempts if necessary)

disable device: 1d20 + 24 ⇒ (18) + 24 = 42
disable device: 1d20 + 24 ⇒ (12) + 24 = 36
disable device: 1d20 + 24 ⇒ (18) + 24 = 42
disable device: 1d20 + 24 ⇒ (17) + 24 = 41
disable device: 1d20 + 24 ⇒ (6) + 24 = 30


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

And soreks search of the temple for secret doors?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Are you thinking of setting this in Golarion for the purposes of available Gods and domains or keeping it in the FrogGod setting.

if keeping it in the FGsetting allowing reasonable Golarion options to apply would be nice

example: allowing clerics of the FG Sun god to take the Sarenae prestige class Dawnflower Anchorite.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sticking with paizo only is the easiest to do.. There are plenty of options. I'd prefer ALL paizo first edition available.

I prefer non-evil characters.

Variant multiclassing

is nice without being overpowered

and

Fractional Bonuses

solves the problem of multiclassing getting out of hand.

for example
a rogue 1/magus 1 has a bab+0

while a wizard2 has a bab of +1.

It also solves the problem of a multiclassing martials saves getting out of hand vs full casters.

Both of these subsystems are paizo

edit: I'm good with the expanded races you mentioned


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

A very enthusiastic YES! I'd love to play TSAR.

" have a session zero like discussion with the players to figure out what set of rules we want to use together (which classes, races, products and what not are fair game.)"

Let session zero start. :)

Elephant in the room feat tax pdf...

Elephant in the Room pathfinder feat taxes Overview:

The Elephant in the Room: Feat Taxes in
Pathfinder

By all metrics, Pathfinder is the most satisfying penand-paper game I’ve ever played. The class balance feels
good, the math isn’t overwhelming, and the community
support is outstanding. However, it suffers from
one syndrome that haunts the creation of every new
character: feat taxes.

Many veteran players lament that you need three feats
to go to the bathroom in Pathfinder. It’s a cheeky musing,
but one rooted in truth. Pathfinder’s feats are arranged in
sprawling tiers, often requiring an investment of three or
more feats to unlock a single more advanced one. While
it’s satisfying to work towards a goal, many rungs on the
feat ladder are considered either undesirable or overtly
mundane. These are feat taxes.

Below I’ve highlighted a number of revisions to
Pathfinder’s feat tree to help ease the situation. I’ve
focused mainly on combat feats, arguably the worst
offenders. Feel free to incorporate these changes into
your own house rules or make your own suggestions in
the comments.

Martial Mastery
Gone. Combat feats like Weapon Focus now apply to
weapon groups instead of a specific weapon by default.
Pathfinder frequently forces a player to invest heavily in
a single weapon. For instance, two-weapon fighting rogues are stuck with mirrored weapons so their Weapon Finesse
and Weapon Focus benefits apply to both their attacks.
Expanding these feats to cover the weapon groups mentioned
under the fighter’s Weapon Training would make things
much more flexible. We might finally see a samurai wielding
a daisho.
Weapon Finesse
Gone. The “light weapons” category has been renamed
to “finesse weapons.” Characters can choose to use either
their dexterity bonus or their strength bonus to hit with
these weapons, no feat required. “Finesse” is also now a
weapon attribute like “brace” or “trip,” allowing a weapon
in another category to be finessed (like the rapier).
Weapon Finesse is the ultimate feat tax. It’s begrudgingly
mandatory for most rogues, specifically two-weapon fighting
builds. I understand Paizo worries that dexterity might
become an uber stat, but weapon finesse still doesn’t grant
a damage bonus. It’s really the only thing rogue’s have to
compensate for their lackluster BAB.
Agile Maneuvers
Gone. A character adds their dexterity to the CMB if
they’re wielding a finesse weapon and their strength
otherwise.

This goes hand and hand with the previous change.
Making combat maneuvers more accessible will be a
recurring theme of this article.

Combat Expertise
Gone. Now simply a combat option for any class with
at least +1 BAB.
The most heinous feat tax next to Weapon Finesse.
Combat Expertise is taken to progress to better feats then
promptly forgotten about. I like it as an option, but it’s not
worth spending a feat on.

Improved Trip, Improved Disarm, Improved Dirty
Trick, Improved Feint, Improved Reposition,
Improved Steal
Gone. Replaced with Deft Maneuvers.
Deft Maneuvers
New. You do not provoke an attack of opportunity when
performing a trip, disarm, dirty trick, feint, reposition,
or steal combat maneuver. In addition, you receive a +2
bonus on checks with these combat maneuvers. Now a
prerequisite for the relevant greater combat maneuver
feats.

Why is it so hard to pull off combat maneuvers in this
game? It seems like you need three feats before you can
attempt to trip someone without impaling yourself on
your own polearm. Eliminating Combat Expertise as a
prerequisite and wrapping up all these improved combat
maneuver feats into a single package simplifies things. It
would prevent fighters from being stonewalled if a monster
is immune to their combat maneuver of choice and make
the feats much more attractive to feat-starved classes.
Power Attack
Gone. Now simply a combat option for any class with
at least +1 BAB.
Power Attack is too useful to be a feat. It’s the first feat
taken by any character with the strength and BAB to
abuse it and likely ranks as the single most popular feat in
Pathfinder. Turning it into a combat option available to
anyone with at least +1 BAB is a reasonable change and
still stalls caster and hybrid classes from grabbing specialized
combat feats too early.

Improved Bull Rush, Improved Drag, Improved
Overrun, Improved Sunder
Gone. Replaced with Powerful Maneuvers.
Powerful Maneuvers
New. You do not provoke an attack of opportunity
when performing a bull rush, drag, overrun, or sunder
combat maneuver. In addition, you receive a +2 bonus
on checks with these combat maneuvers. Now a
prerequisite for the relevant greater combat maneuver
feats.

The same deal as Deft Maneuvers. More combat
maneuvers at a lower feat investment is just a good idea
all around.

Point-Blank Shot
Gone. Precise Shot replaces it as a prerequisite for further
archery feats.

I like Point-Blank Shot, but Precise Shot is the real
breadwinner for any ranged build. It’s the one trick
every archer wants out of the gate and the one combat
feat many wizards and sorcerers would love to cherry pick
to aid their ray spells. The loss of Point-Blank Shot can
easily be compensated for by Weapon Focus or Weapon
Specialization, but it’s not like archery builds are hurting
anyhow

Deadly Aim
Gone. Now simply a combat option for any class with
at least +1 BAB.
Like Power Attack, Deadly Aim is another mandatory
feat that should be available to everyone. It takes a high
BAB to abuse Deadly Aim, so I’m not overly concerned
about the change throwing a wrench into class balance.

Mobility
Gone. Merged with Dodge.
Dodge
Revised. You gain a +1 dodge bonus to your AC. This
bonus increases to +4 against attacks of opportunity
caused when you move out of or within a threatened
tile. A condition that makes you lose your Dex bonus to
AC also makes you lose the benefits of this feat.
Spring Attack isn’t a great feat, but it lends itself to
interesting builds. Unfortunately, the prerequisites of Dodge
and Mobility are often too much for a player to stomach.
Merging these feats makes Spring Attack more accessible
and subsequently transforms two mediocre feats into a single
spectacular one.

Improved Two-Weapon Fighting
Gone. Merged with Greater Two-Weapon Fighting
Greater Two-Weapon Fighting
Revised. Prerequisites now Dex 17, Two-Weapon
Fighting, BAB +6. In addition to the standard single
extra attack you get with an off-hand weapon, you get a
second attack with it, albeit at a –5 penalty. Once your
BAB reaches +11, you also gain a third attack with your
off-hand weapon, albeit at a –10 penalty.

Two-weapon fighting isn’t as good as Paizo seems to think
it is. Pathfinder Society scenarios are seemingly designed to
prevent full-attacks; I’ve rarely encountered one without
difficult terrain, magical entanglement, or some other
battlefield hindrance. The massive feat investment only adds
insult to injury. Coupled with the Weapon Finesse change,
this feat merger puts two-weapon fighting more in line with
the generally much stronger two-handed weapon builds.

lol...you ninja'ed me on the elephant in the room


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

good point Grel.. Looting certainly should have been saved til after hunting down the fleeing priests.

the minor priests have certainly fled by now but we'll have to be wary of the spectres


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

After handing off the items for identification Sorek does a THOROUGH investigation of the temple looking for secret doors, searching the entire temple (this could take a while)

don't know how many perception rolls to search the entire temple so posting a lot of them

Spoiler:

perception for first door we come across: 1d20 + 15 ⇒ (17) + 15 = 32
perception for first door we come across: 1d20 + 15 ⇒ (19) + 15 = 34
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (5) + 15 = 20
perception for first door we come across: 1d20 + 15 ⇒ (4) + 15 = 19
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (16) + 15 = 31
perception for first door we come across: 1d20 + 15 ⇒ (1) + 15 = 16
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (10) + 15 = 25
perception for first door we come across: 1d20 + 15 ⇒ (16) + 15 = 31
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (3) + 15 = 18
perception for first door we come across: 1d20 + 15 ⇒ (19) + 15 = 34
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (19) + 15 = 34
perception for first door we come across: 1d20 + 15 ⇒ (7) + 15 = 22
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (14) + 15 = 29
perception for first door we come across: 1d20 + 15 ⇒ (8) + 15 = 23
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (5) + 15 = 20
perception for first door we come across: 1d20 + 15 ⇒ (3) + 15 = 18
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (18) + 15 = 33
perception for first door we come across: 1d20 + 15 ⇒ (5) + 15 = 20
Detect for Magic and Evil, TRAPSPOTTINGperception for first door we come across: 1d20 + 15 ⇒ (5) + 15 = 20
perception for first door we come across: 1d20 + 15 ⇒ (5) + 15 = 20
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (20) + 15 = 35
perception for first door we come across: 1d20 + 15 ⇒ (7) + 15 = 22
Detect for Magic and Evil, TRAPSPOTTING
perception for first door we come across: 1d20 + 15 ⇒ (2) + 15 = 17
perception for first door we come across: 1d20 + 15 ⇒ (8) + 15 = 23
Detect for Magic and Evil, TRAPSPOTTING


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

I'm convinced by her yard sign "Lyssa for Cleric"

You have my vote

Edit :for simplicities sake maybe and because our previous Cleric was already 8th lvl... Maybe Lyssa and everyone else could level up to 8th now so we're all on the same page


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@brvheart...while we discuss the Cleric in discussion, can we continue with the looting and exploration in gameplay?

Sorek is waiting for the results of his search of the temple and the priests' bodies starting off with the High Priest of course


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

While I am willing and would actually like to try my cleric as a 2nd character... it makes sense to reduce our number to six which is what I believe brvhearts other RA game is at.

I'm fine with the Ecclesitheurge Hinterlander Cleric


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@brv see PM

hope all is well


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

I'd also prefer not having to recruit.

is a great prestige class for an archer cleric


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

8th lvl hp: 1d8 ⇒ 1 rerolling the 1 for hp per houserule
8th lvl hp: 1d8 ⇒ 8
+3Con +1Toughness


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek then goes to inspect the bodies of the priests starting with the high priest (detect magic etc) and presents the findings to Lom

Btw that xp will take us up to 8th level


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

First Sorek will present any magic items to Lom for identification... After that he'll climb up and try to remove the eye gems


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek is almost completely topped off by the first channel and has 1 neg lvl from enervation

We can hunt down the underpriests at our leisure. It looks like we've defeated the main threats here. Let's see if they have anything useful and then think about resting to recover from the battle

Sorek scans the room and bodies for magic and any other loot (trapfinding)

multiple rolls if necessary
perception : 1d20 + 15 ⇒ (5) + 15 = 20
perception : 1d20 + 15 ⇒ (3) + 15 = 18
perception : 1d20 + 15 ⇒ (15) + 15 = 30
perception : 1d20 + 15 ⇒ (19) + 15 = 34
perception : 1d20 + 15 ⇒ (6) + 15 = 21
perception : 1d20 + 15 ⇒ (4) + 15 = 19


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Lom leads off Round 5


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

yup...time to recruit a cleric.

re neg lvls. Sorek got hit with an enervation -1lvl, his ac improved with haste and the archons magic circle against evil. That was enough to make the boss spectre miss the touch attack.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

you are clicking on the map link next to brhearts icon when he posts. The correct link can be found above the campaign info tab at the top of the page. THen click the "Roll20 site link" link....also can be found on your campaigns page, above gameplay


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

remaining actions Round 4...........Baltor


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

houserule that was mentioned in roll20=50%miss, full damage if hit


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek tries to finish off the Boss Spectre

haste+1 prayer+1 neglvl-1
B,Magic,Good 17-20/x2
miss chance, high good, low miss: 1d100 ⇒ 92
HASTE att: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
damage#1: 1d6 + 8 + 1 ⇒ (5) + 8 + 1 = 14
good damage vs evil: 1d6 ⇒ 3

miss chance, high good, low miss: 1d100 ⇒ 44
attack#1: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
damage#1: 1d6 + 8 + 1 ⇒ (6) + 8 + 1 = 15
good damage vs evil: 1d6 ⇒ 5

miss chance, high good, low miss: 1d100 ⇒ 74
attack#2: 1d20 + 12 ⇒ (15) + 12 = 27
damage#2: 1d6 + 8 ⇒ (1) + 8 = 9
good damage vs evil: 1d6 ⇒ 6

miss chance, high good, low miss: 1d100 ⇒ 28
attack#3: 1d20 + 7 ⇒ (18) + 7 = 25
damage#3: 1d6 + 8 ⇒ (3) + 8 = 11
good damage vs evil: 1d6 ⇒ 6

1 AOO/rd
+1 Holy Longspear AOO: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
damage: 1d10 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Holy: 2d6 ⇒ (1, 1) = 2


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

the priests probably like Dark beer made from paladin tears...yuck...Sorek is more a light wheat beer guy


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@lom remember to move the flaming sphere (move action)


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

I was unclear about the Archons Aura of Menace vs Undead and whether it would help us vs these Spectres, so I did a little googling and this is what I found

Aura of Menace explained

TLDR... the Hounds Aura of Menace DC16 appears to be an expression of Holy power, not a fear affect and will help us vs the Spectres and everything else here within its radius


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

*bump


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Remaining actions Round 3
Baltor

and then Lom leads off in Round 4


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

posting here to avoiding clogging up the gameplay thread...

Grelldar----"I don't think you do have a +1 from prayer, unless the opposing HP's prayer went down with him going down (and I don't think it should, it's not a concentration spell...). Something that I'm not sure you are taking into account - the hound archon's magic circle against evil 10', and the aura of menace..."

1.PRAYER

post where brvheart establishes the high priest is 30ft up in the air negating much of Grelldars bomb attack:
Fantora Ossman wrote:
The circles are the effects of Grelldar's bomb with the DC 20 will save (stuns for the green, confusion for the yellow.) The ones by the door aren't inside the blast radius. There's also a DC 16 (ref?) save for the High Priest for the tanglefoot bag effect.

Bastion wasn't following Grelldar into the room, he was just charging towards the space by the door where Grelldar used to be. The path drawn from where Bastion is now is the one that Grelldar took, so he does draw those two AOO that you rolled. Bastion is trying to engage the ones by the door rather than pass them.

Of course if I've got that wrong anyone who did something else should speak up. Hopefully that's making sense?

reflex: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16

The priest is 30' in the air so this would mean only one priest would be in the radius.

reflex: 1d20 + 4 ⇒ (6) + 4 = 10

Because the high priest was 30ft in the air at time of casting prayer none of our characters were impacted by Prayer, some of the priest/acolytyes benefited but we were not affected by that spell.

So Sorek has the beneficial Prayer giving him +1 w/o being affected by the negative Prayer.

2. Hounds MAGIC CIRCLE AGAINST EVIL
Sore is within the Hounds MCAE and therefore benefits from +2ac (deflection).
His posted ac vs incorporeal touch attacks was 26.
However, I forgot to update my stat bar to include the +1 from haste which brings his ac vs incorp touch up to 27.

And when within the Archons Circle giving +2deflection, which overrides his normal +1.....Bring Soreks ac vs incorp touch up to 28 when w/in 10ft of the Archon

Soreks ac vs touch breakdown
+7 wis
+2 dex
+1 dodge
+1 NA (does not apply)
+4 Mage Armor
+1 Insight buff for 2 min
+1 Haste
+1 deflection constant
=27

with Archon circle (+2 deflection)= 28

Soreks ac vs the Spectres touch is 28 and the attack MISSED.

Also it looks like they need to roll vs the Archons Aura of Menace


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
brvheart wrote:

That is another 2 negative levels Sorek

Luckily Soreks current ac is 29 and vs incorp touch is 28 when with 10ft of the Archon and 28/27 when outside of that. See post in discussion.

I apologize for not updated my ac in the stat bar. I'd forgotten to add Haste and the Archons circle. There's a lot of math in pathfinder

@Lom I'd forgotten about all the nice things a Hound Archon brings to the table. Thanks for placing him near Sorek. He's made quite a difference


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

forgot to add +1 prayer damage to Soreks attacks
his attacks hit ac's 19,27,31. Assuming all those attacks hit total damage with prayer = (18+1+18+1+17+1) 56


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Feeling the lifeforce drain out of him Sorek gets QUITE worried and becomes even MORE worried when he sees the arrival of the 3 more Spectres. I think we're overmatched here, the Ghost Touch AoMF that Sorek wanted would have evened things out. But without it...

A volley of arrows from Fantora comes screaming into the Spectre and Sorek sees a ray of hope hope the miss chance doesn't screw things up
Sorek desperately attacks the foul Spectre and then calls out to Lom asking urgently for help
Magic MISSILES LOM! needing to finish of his opponent before the other Spectres can join in

Prayer+1, Haste +1, neg lvls-3
miss chance, high is a hit, low is miss
B,Magic,Good 17-20/x2
miss%: 1d100 ⇒ 90
HASTE attack: 1d20 + 12 + 1 + 1 - 3 ⇒ (8) + 12 + 1 + 1 - 3 = 19
damage#1: 1d6 + 8 ⇒ (6) + 8 = 14
good damage vs evil: 1d6 ⇒ 4

miss%: 1d100 ⇒ 90
attack#1: 1d20 + 12 + 1 + 1 - 3 ⇒ (16) + 12 + 1 + 1 - 3 = 27
damage#1: 1d6 + 8 ⇒ (6) + 8 = 14
good damage vs evil: 1d6 ⇒ 4

miss%: 1d100 ⇒ 73
attack#2: 1d20 + 12 + 1 + 1 - 3 ⇒ (20) + 12 + 1 + 1 - 3 = 31
damage#2: 1d6 + 8 ⇒ (3) + 8 = 11
good damage vs evil: 1d6 ⇒ 6

miss%: 1d100 ⇒ 91
attack#3: 1d20 + 7 + 1 + 1 - 3 ⇒ (4) + 7 + 1 + 1 - 3 = 10
damage#2: 1d6 + 8 ⇒ (3) + 8 = 11
good damage vs evil: 1d6 ⇒ 5

1 AOO/rd if necessary
+1 Holy Longspear AOO: 1d20 + 8 + 1 + 1 - 3 ⇒ (3) + 8 + 1 + 1 - 3 = 10
damage: 1d10 + 2 ⇒ (8) + 2 = 10
Holy: 2d6 ⇒ (4, 1) = 5


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

current incorporeal houserule gives a 50%miss chance but always full damage and no crits

does incorporeal have any impact beyond the normal houserule for Fantora firing into melee?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

remaining actions Round 3
bad guys
Fatora
Sorek
Baltor
Bastion
Lars
Greldar


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Lom?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Hey Baltor! Finish playing around with that overgrown chicken and help me out here.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

remaining actions Round 3....
Baltor
Bastion
Lars
Greldar


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

As the Spectre repositions, Sorek does as well (5ft move) and then strikes

prayer+1 prayer-1 haste+1 ng lvl-1
B,Magic,Good 17-20/x2
HASTE attack: 1d20 + 12 ⇒ (1) + 12 = 13
damage#1: 1d6 + 8 ⇒ (6) + 8 = 14
good damage vs evil: 1d6 ⇒ 6

attack#1: 1d20 + 12 ⇒ (6) + 12 = 18
damage#1: 1d6 + 8 ⇒ (4) + 8 = 12
good damage vs evil: 1d6 ⇒ 4

attack#2: 1d20 + 12 ⇒ (3) + 12 = 15
damage#2: 1d6 + 8 ⇒ (3) + 8 = 11
good damage vs evil: 1d6 ⇒ 4

attack#3: 1d20 + 7 ⇒ (19) + 7 = 26
damage#2: 1d6 + 8 ⇒ (1) + 8 = 9
good damage vs evil: 1d6 ⇒ 4

1 AOO/rd if needed
+1 Holy Longspear AOO: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d10 + 2 ⇒ (10) + 2 = 12
Holy: 2d6 ⇒ (6, 2) = 8

As Sorek sees all the room start to converge upon him he calls outGuys..a little help here gulp


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

will: 1d20 + 14 + 1 + 1 - 1 ⇒ (15) + 14 + 1 + 1 - 1 = 30


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

sweet


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Loms concentration check is 1d20+7lvl+6Int vs 29. @brvheart if Lom doesn't post it b4 you're ready to post enemy actions, please roll it for him. Let's keep this rolling.