Mage Sniper

Taemon'dow's page

186 posts. Alias of LastNameOnEarth.


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@rorek55

I never noticed this archetype before (as I often don't keep too close an eye on third party stuff); however, it is pretty interesting, and thematically fits my submission very closely. (I can see him taking perverse pleasure in constantly causing spellcasters to mess up, as he considers magic a dead-end and semi-obsolete pursuit. So, I'm wondering if it would be allowed in this game.

Of course, it does require giving up a large number of really good abilities (including two feats that I'm pretty sure I can't spare), so even if it is available, I might not actually want to take it, but I figured it wouldn't be a bad idea to ask before getting too far into crunching the numbers.

Machinist


Berry Peelyblossom wrote:

So, I'm debating here on my halfling Spiritualist/Stalker.

I want to make a Throw/TWF switch hitter.

Right now I have a stance that allows me to chuck phantom daggers at people that are copies of my real ones.

The trouble with this option is that it's not a particularly useful stance outside of this very narrow utility.

So, that leaves me with the blinkback belt option.

Trouble with that? No physical ability belt. So overall less damage, hp, etc. on everything.

You know you can create a belt with multiple abilities, right? (Or more likely, have it made).

Creating Magical Items wrote:

Adding New Abilities

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

So, if you had a Belt of Physical Perfetion +4 (64000 gp), taking it into a crafter and having them add on a Blinkbelt enchantment would cost you all of 7500 gp. Easy-peasy.

Edit: Thinking of which, could actually work for me and my holstering guns issue too, depending on whether the GM allows a dropped weapon to be considered the same as a thrown one.


Fair enough!


The Dragon wrote:

Path of war is allowed - in there, there's a feat called lightning swap, which lets you sheathe weapons as a free action. It's limited to dex mod/round, but you don't care, as your dex mod is +12 or something similarly ridiculous.

Here's a link.

You might have to scroll a little to find it.

Thanks! That would be perfect! GM? Is Path of War legal for this game?


Johnnycat93 wrote:
So does Twirling Guns or a third arm, what with being an alchemist and all. Like I said, he still has feats he can use.

Yup, I did exactly that with a prior version of a Gestalt Alchemist/Gunslinger, giving him four arms (because I like symmetry), but whereas he was a goblin and this is an elf... a four armed goblin is significantly cooler than a four armed elf. Four arms on an elf is just... weird. And the extra limb thing did end up a little off the charts with that character... he was a level 18 gestalt. I did a faux encounter with that character to see what he was capable of, and found that he could take out a Tarrasque fairly easily in a single round (not permanently of course, as they're technically unkillable...) (Average damage output was initially around 1300 pts a round, and even after a few rules quibbles (from players, not the GM) potentially reduced that, it was still 700-800 damage a round under the very strictest interpretation of the rules (without using bombs - that was just gunfire). While I love the character, and the concept, it was pretty ludicrous, and besides, there are no goblins in this setting (so far?). While making a game breaking character is a fun theoretical project, playing one is pretty pointless. For that reason, I deliberately avoided all sorts of exploits with this character (the elf) that I had used with the goblin. (I still love goblins though, and if they were to be included in the setting, I'd probably switch to one in a second.) If you want to see that particular madness, the build is here. (Scroll down to the Insanely Optimized spoiler tab.) In my defense, the GM had told us that it would be a ridiculous PC bloodbath campaign, and that we should push our optimizing to the max.

With this character, for reloading his revolvers, at present the plan would likely be to just take a break every third round (three shots per gun, per round, on average), in order to reload. Holster (move action), reload (free), holster (2nd move action), quickdraw the other gun, reload (free), quickdraw the first again. Gun twirling is another option to do it with entirely free actions, but it's feat intensive, requiring Dazzling Display and a few other feats I don't really want. If I were to take it, I'd need to reorganize a few things to give him an intimidate option, so the feat wouldn't be entirely wasted.

I am deliberately trying to keep this guy in the realm of relative sanity, which is why I've passed up a few options here and there that could make him more uber. Pausing to reload is one potential limitation. Damage output is in the ~250 per round range without bombs (on a full attack), which is still pretty high (I think... I haven't played all that many higher level games...).

As for the three feats, are you sure I missed them? (There are definitely some rough spots on the character (such as I am pretty sure he is over budget, and his gear needs to be trimmed), but I thought his feats were correct. 8 from levels (1,3,5,7,9,11,13,and 15), plus three bonus feats from Gunslinger (they are listed down under my gunslinger abilities). Am I missing some from somewhere, or was it that I put my bonus feats in another spot?


Johnnycat93 wrote:
Why not just buy a pistol of the infinite sky if you want one. Besides, don't you already have a means of free action reloading at level 15?

Good question. Basically there would be about three or four problems with the Pistol for my build; none are terrible and it is still a good weapon, but none is ideal either; first, it's a primitive firearm, which is only good for touch attacks within one range increment, whereas my revolver can do the same out to five (constant Deadeye use would eat up a lot of grit, signature deed takes a feat, and a deadeye vest takes more money). Second, as an alchemist, I may often be planning to use specialty ammunition (such as explosive missile). Endless ammunition specifically says that if you place your own ammo in the weapon, the magic ammo disappears to allow you to do it, which the Infinite Sky does not necessarily do (though the GM might allow it). Third, rules are fuzzy on upgrading names weapons, so whether I can place "Distance" on it, etc. is iffy. Last, the lightning reload ability is next to useless for me, as it allows one reload as a swift action per round, where I might need my swift action for something, and it won't help considering I'm dual weilding, and will be firing six times a round on a full attack (more with haste), and one reload isn't going to cut it.

Basically, what I have will work (possibly with breaks every other round or so for loading); Pistols of the Infinite Sky would work; Revolvers with Infinite Ammo would work better than either.

Another thing that would work would be if Pistol of the Infinite sky could be based on a advanced pistol and accept special ammunition when warranted.


@rorek55: Since I've notice a few folk asking for allowances, perhaps I'll ask for one of my own:

Would you be OK applying Endless Ammunition to a gun? The only reason you can't is because the trait arbitrarily say you can't; a rule they basically break with the Pistol of the Infinite Sky. I am thinking that in a setting where Firearms are much more common than on Golarion, the rule make seen less sense than usual.


More or less finished. Of course, playing around with a few variables here and there, and I may have a few questions for specific stuff later, but I figure it can wait until we see if I'm selected.

Background questions:

-Nation you are from
Born in the Kingdom of Elsehien, Taemon’dow found himself disenchanted with the dependance on magic among his people, particularly given his observations on how magic appeared to be stagnating, and being lost more rapidly than it was being grown or rediscovered. Given this, he left Elsehien for Belthouse before he was even considered to be of the age of majority, and has considered himself a member of that nation for decades since.
-Your thoughts of your home nation
Taemon’dow considers Belthouse to be his home counrty, even if he was not born there. When thinking back on Elsehien, he respects the nation and what they have accomplished, and their culture and history; however he also feels that they are dedicated to a dying philisophy, and that magic is stagnating. His new home, Belthouse has the courage to move in new directions, and investigate science, and how scientific principles can be used to manipulate and control the energies of traditional magics as well.
-Your character's thoughts on the other nations/races before the great war
Humans: Daring creatures that defy expectations. However, since they are so young, so foolish, and live and die so quickly, they need the guidance members of longer lived creatures who have the experience and maturity to manage the resource they represent. They are brilliant and daring children, but ones that are doomed to die before ever gaining the perspective of age, and will therefore always require a parent to guide and shape them.
Half Elves: Elves have stagnated, and while humans have the daring to advance, they die far too quickly to succeed in the long run. To Taemon’dow’s thinking, a merging of bloodlines may be a potential solution to these limitations. While he has the same instinctive suspicion of Half-Elves as most old-order elves, but on an intellectual basis, he is shifting this ingrained bias.
Dwarves: Great craftsmen with useful skills, but no imagination. They are tradesmen and labourors; useful labour, but that is typically the limit of their usefulness.
Gnomes: If only they could harness or organize their imagination and ability to innovate…
Orcs: Nearly mindless savages, but not without their uses. If they could be herded in the right direction and at the right time, that beastial strength could be effectively put to use.
Half-Orcs: Human ingenuity with orc ferocity. More useful than orcs, and perhaps would make better, more intelligent specialty troops in wartime, but overall, less long term potential than straight humans.
Halflings: Mostly harmless.
Kitsune/Catfolk: “Who?”
Aloran: An example of a human kingdom wasting its potential due to a lack of mature guidance.
Razeria: The best of the old way of thinking. Good for what it is, but very likely to diminish in prominence as time goes on.
Oswell: A political mess in dire need of mature (Elven) guidance.
-Your character's thoughts on them now
Mostly unchanged.
-What your character did before the war/draft
An established and more-or-less well respected (for an Elf) Professor for the Academe of Alchemy, a political pundit and advisor in certain governmental avenues
-What your character did to become recognized during battle
First came to the attention of the powers that be during an attack where a group of demons breached the city wall and forced their way into a residential area. Heading in alone, he killed half a dozen before the remainder turned and fled. Then, rallying a group of auxiliaries, he was able to lead them back to the wall, retake the gatehouse, and fill the breach.
-A couple feats he preformed to garner his renown/power
At the battle of Gheran Tower, south Elsehien, when a Nalfeshnee overran the Oswellian infintry, Taemon’dow killed it. By himself.
- Goals, what does you character want to accomplish
Kill the enemies (as many as necessary), end the war, and therefore get back to the important work such as advancing his research.
-What drives you
Uncovering the new secrets of science and technology that are beyond the capabilities of mere magic.

This is the submission from Rigor Rictus, by the way. Elven Alchemist/Gunslinger. Frighteningly efficient range fighter via dual wielded revolvers, effective room clearer/area attack boss via bombs, secondary healer/buffer, with surprisingly good diplomacy skills, for an arrogant, snooty, stuck up, self-superior elven smart ass.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Would have been fun. Take care, all.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Still here.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

I will be travelling for a few days to attend a funeral for a distant family member. I'm not sure what internet access will be like, so please bot me if needed.

Taemon'dow will be encouraging his peers to move around the lake as discussed.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21
nightflier wrote:
Okay, guys. Someone please take the initiative here. What are your next actions?

I actually did, a few posts back... I was waiting for descriptions. Link to Original Post

Taemon'dow wrote:

"That beast is massive. I doubt we could gather enough food to interest it. I suggest we head round the other side and see what we can find."

Taemon'dow steps down the slope, and starts walking around the shore of the lake, trying to venture neither too close to the edge, or too close to the foliage.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

"That beast is massive. I doubt we could gather enough food to interest it. I suggest we head round the other side and see what we can find."

Taemon'dow steps down the slope, and starts walking around the shore of the lake, trying to venture neither too close to the edge, or too close to the foliage.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

"If we are decided on the island, I suggest we try circling around and trying to gain it from the other side. If the creature follows us, perhaps we can try to provide a distraction for it on one side, while the rest of the party moves around the lake to the far side."


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Taemon'dow is still no where near the creature, so at Rÿarkaelin's advice to back down, he lowers his arm, and instead of throwing the rock, merely bounces it on his palm.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21
Rÿarkaelin Nelnaereth wrote:
Therudrim: I originally read your entry as if you meant "the human took a bite out of the turtle." Haha! Now THERE'S an unusual image! ;)

I did the same thing. Grammatically, it could be correctly interpreted that way. English is a stupid language.

GM: Is it a new round yet, or are we still waiting on anyone?


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

A Channeler? Or was that fey magic? If she is one of the gifted, she may be of far greater importance to the resistance than the rest of the group... I'll have to watch and see, and perhaps do what I can to watch over her if she is truly empowered so.

As for the monster... don't want to get too close just yet.

Taemon'dow scoops down low, near the entrance of the cave tunnel, where he is still standing. He picks up a couple of good sized rocks, and taking a step or two forward, lobs one at the turtle's closest head.

1d20 + 6 ⇒ (7) + 6 = 13 Don't know if rocks count as improvised weapons or not. Apply the necessary minus if they are.
Damage: 1d3 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (2) + 2 = 4 Don't know what damage should be for a big rock, so take the one you like better.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

I prefer it the othe way, as having to wait for each person to have the chance to post, while it is also their turn to do so, can drastically prolong the time taken to resolve each round.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

And, do you prefer we wait for our turn to post, or just all post at once?


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Living smiving. Being undead is not so bad; just give it a try...


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

I think scouting for a place to rest, even if not far off, should be the priority, and that we should probably not risk getting into a fight while wounded and exhausted. We could always go investigate the ruins after a rest. Either way, Taemon'dow believes the group should stay together, and so he will go with the group where ever they decide to head.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

"Is fighting wise? If as the dark skinned lady says, many are too tired to move on, inviting a conflict might be foolhardy. I can see that many are tired; but I think only of our wellbeing as a group. We fare a much better chance of getting out of this place as a team, and I wish to see none lost to its dangers. If either of the foes we left behind follow us through this tunnel, it will lead them right to this spot, looking at that island, as we are now. I suggest only that it might be wiser to get some distance first, so that if pursuit comes, they will not find us so easily. However, as I believe we do need to act together, if it is decided to go to that island, I will aid in the endeavour."


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Taemon'dow steps forward from the concealment of the vines to meet with the others.

"If this is the bog Eris Aman, we are flush with the Veradeen, my homeland. You are right that we need to escape this place, but in what direction do we fly? We have no way of knowing how far within the swamp we have travelled. Which ever direction we choose however, we'd best set out quickly. I do not like the sight of the creature, swimming within the lake there; I think we may have to pass up exploration of those ruins, for I doubt there is anyway to cross the water without disturbing it."


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Not as talented a scout as some of the Erunsil, Taemon'dow was content to let those who were better suited to that task to do the scouting. In the position of the rear, he still kept a wary eye on the darkness behind them, feeling more inner strife than would ever show on his stoic face over the path leading from the site of the battle directly to where they stood now.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Relieved to be moving again at last, Taemon'dow followed along with the others, bringing up the rear. When they finally smell fresh air, a bit of the tension leaves him.

I don't want them to figure things out too quickly. If I can't do something to prove that I'm still on their side, they may turn on me the moment they figure it out.

He looks around at the others, noting how tired many of them seem. Fortunately, he notices that not all feel the same way, and that he need not feign fatigue.

I've done many marches harder than that before, but it seems odd for it to have been so effortless this time.

Immune to fatigue.

"Once we get up top we should make a effort to get some distance from the exit before making camp. Since there was only one way out of these tunnels, if we camp too close, anyone following us through the tunnels would be led right to us."


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Taemon'dow takes the blade that have been offered to him, and looks it over with a close gaze. He marvels at the edge, at the heft, and the material of its manufacture.

"It is a beautiful blade. However, I am not familiar with the type, and would not be able to use it to its best effect. Furthermore, I am more prone to weild small, swift weapons," he lifts the short sword as an example, "I am better suited to wield this. Perhaps another would be more able to put this unique blade to good use."

Unless the weapon is also finesseable, it would not be worth it to me to use a feat to gain proficiency.

He looks over and gestures towards the others moving into the copse of petrified trees.

"What are they doing over there? We should have long since moved on from this chamber..."


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Continuing is fine with me too, though we should try to be patient with others given the holiday.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Also having shed his restraints earlier, Taemon'dow stands off to the side, waiting for the task to be completed. He hefts the short sword he carries; that stolen from one of the hob-golbin guards earlier. Looking back the way they came, he strains to hear what might be coming from that direction, as well as searching out through the darkness.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Can I see what is on the alter? Is the slime or anything near it alive?


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Taemon'dow approaches the group, catching up from the rear.

"There is no way to close the portal from the inside; if such a mechanism once existed, it is gone now. Once the slaughter up top is complete, the victor, whomever that might be, will invariably come after us. We'd best make haste."

Taemon'dow approaches the alter slowly and warily, getting a bit closer in order to identify the sludge, and the shining object upon the alter.
He advances just far enough that the rest of the escapees are at his back; that way he can use his Lifesense to determine accurately if there is anything living in the vicinity of the mound, sludge, or alter.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Definitely still here.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21
Eadfaas wrote:
Did we ever find a way to close the door behind us?

I second the question, though it may not matter; if the GM wants the baddies to follow us, then he'll just have them discover the release handle, just the same as Taemon'dow did. However, in character it makes sense to ask. Perhaps if we do get it closed we should try to jam the mechanism?

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Taemon'dow peers around, both ahead and after the group. Seeing the object on the alter ahead, he squints, attempting to take in the details.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Bringing up the rear, Taimon'dow delay's at the entrance, again looking for a way to close the trap door.

There must be some way to close this thing... if closed those pursuers may just overlook the door entirely in the chaos that continues up there. But if they come upon it sitting open like this, they will naturally assume some of the slaves escaped this way...


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Once the majority of his comrades have preceded him down the ramp, Taemon'dow follows them, seemingly taking his time, but also keeping an eye out for a twin of the lever that might allow him to close the trap door, just as the first one closed it.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Dex: Taking 10 if allowed: 10 + 5 = 15
Dex: 1d20 + 5 ⇒ (7) + 5 = 12


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Taemon'dow stares down into the recesses of the cleft for a moment and then stops. A smile creeps into his lips. He looks up at the few more capable "slaves" gathered around him.

"Gather close! We're going in."

With that he reaches in, grabs a hold of the lever and shifts it into position.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

"This appears to an interior chamber or basement to a larger building that once stood here. Somehow this portion survived after the rest collapsed or wore away. Anyone have insights into what it might have been?"

@Nightflier: I have neither of those skills. I will try a roll, but I believe I am restricted to a 10 or lower on an untrained Knowledge skill. I do however have Knowledge: Engineering, which might perhaps even be more useful for determining the nature of the opening, and how it might have been intended to open, if indeed it does. Alternatively, it might provide an insight into a weakness in the structure we could exploit to break our way in, or a mechanical process that might provide us with a method to get the leverage we'd need to force it wider.

Knowledge: Engineering: 1d20 + 5 ⇒ (20) + 5 = 25

Knowledge: Old Gods: 1d20 + 1 ⇒ (1) + 1 = 2
Knowledge: Local: 1d20 + 1 ⇒ (11) + 1 = 12


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

I was saying I wanted to look around in detail, but forgot the minor detail of making a Perception roll...

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

All around, these people are dying; dying horrible deaths, and yet all I can think of them is that warriors, craftsmen, and farmers are being robbed from our efforts. I care nothing for the people themselves... is this another symptom of the change? I feel like I should care, like I would have before, but here I am, splattered with gore and hearing their screams and instead of the horror it feels like I should feel, I feel nothing...

Taemon'dow rushes to the cleft in the stone with the others and examines it as best he can; measuring the width of the opening to see if someone could squeeze through, or if there might be any plausible way of opening it. As well, he spares a moment to look within, and take a guess at how many might fit within the space.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Shaking his head at the Legate's foolishness, Taemon'dow turns and runs after the stampeding oxen with the others.

Fool. Every word I spoke was the truth. Hopefully, his death will provide us the delay we need to get to cover.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Taemon'dow does not back down, continuing to call out to the Legate, "Give us tools to free our hands! Weapons if you have them to spare! The more of them we kill, the longer we last, the fewer of them there will be for you to fight!"


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Where do you live that antelope are a problem? Around here it's moose, elk, deer, occasionally wolves or cougars, but those haven't been a problem personally. The antelope in Canada are so skittish you rarely even see them before they're bolting away.

In any rate, I agree; scaring animals is not hard. An intimidate roll might even make more sense, given that you are not trying to get them to follow directions, but rather just feel threatened.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

I never noticed that before. I can't even fathom what the logic of that choice would be; seems to me that getting an animal to do something you want of it would be very intuitive, even if you didn't know formal commands or training techniques...


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

As class skill, no ranks: untrained. +5 Charisma.

But then, I'm not helping with the animals right now; I'm more interested in the Legate and Slaver's responses.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Taemon'dow steps forward and shouts at the legate,

Need to make this short and sweet...

"Legate! WAIT! You are going to die unless you keep these Fell at bay. You cannot fight us and the Fell at the same time! Release us! Whether fighting along side you or making a run for it, some of the Fell will come for us and give you a better chance to survive!"

Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Using subtle signs, Taemon'dow quickly queries where he should direct his somewhat silvered tongue: at the hob-goblins and orc's martial leader, or at the legate himself?

In term of being bound or otherwise, Taemon'dow is one of the few that is free.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Taemon'dow is new to the situation of being Fell, and not likely to want to rush out there on that premise too quickly. He is also under the impression that they may be under some form of control/domination from the skinless giants in the back, and therefore doubly hesitant to trust them in any manner. He is not sure that even he would be safe from them, given that he has resisted whatever it is that the giants are doing...


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Asking the guards to set us free, and possibly even arm us, was my first suggestion way back, and I think it might still have merit. Once free, and/or armed, our slave force could try to make a strike out to the cleft in the rock. We are still going to have the problem of trying to shift the stone that covers it, unfortunately.

What was pulling the carts? Are there oxen or horses available? They might be able to do the job if we can protect them long enough.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Was Taemon'dow able to reach the cleft in the ground to examine it close at hand, or is is too conspicuous/close to the fighting?

GM:
nightflier wrote:
Taemon'dow wrote:
You can't use Darkvision, since there is an area of daylight between you and the stone lid (for lack of better term.[/ooc]

I dislike challenging rulings, as there is rarely a tactful way to do it without being The Lawyer. So that being said, I will start out saying that I am a firm believer that the only interpretation that matters is the GM's, so if I fail to convince you, I will drop the issue.

I had thought that Darkvision was a Supernatural ability to see in darkness, as opposed to a more traditional ability for you eyes to adjust to extremely low light levels, which would be more like Low-Light Vision. As no real creature in our world can actually see in a complete absence of light, you would think some sort of magic would need to be involved to allow it.

A quick check brought this up from the ability description:

PRD wrote:

Darkvision (Su)

Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

(Bolding added, of course).

Let me know your thoughts, and if you decide to change this ruling.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

Cool. Wonder why that's not in the 'How to format your your text' box below, and what other options might exist...

Seeing the little gnome without his manacles brings Taemon'dow's attention back to his own. He struggles with them, trying to pull his hands through the narrow openings over his wrists, at the expense of a great deal of skin, surely.

Escape Artist: 1d20 + 5 ⇒ (20) + 5 = 25
LOL. The dice roller is loving us today guys; strike while the iron is hot!

Regardless of whether he gets his hand free or not, Taemon'dow continues to address the others, "I suppose our decision has been made for us. We need to access that gap and find out how many of us it can hold."

Taemondow moves to the gap (so long as doing so does not place him in immediate danger from slavers or fell) and takes a closer look to see if a man (or an elf) would be able to to slip through it, and if not, how it might be enlarged. He peers into the gap, his new gift of darkvision allowing him to make out details from the darkness within the gap he'd never have been able to make out just a few days ago...
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Well, guess they can't all be 20's.


HP 143/143 | AC 36 (T 26, FF 20) | CMD 36 | F +15 | R +26 | W + 13 | Init +14 | Per +21

I've never seen a strikethrough formatting option before... what's the code for that?

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