Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Sorry for the silence, been away from the computer all day.
I'd like to do the following, but only after we've come up with a game plan, so that I have some actions left. So, basically a delay until we've agreed on something.
Action: Destructive Smite with greatsword: 1d20 + 5 + 2 + 2 ⇒ (18) + 5 + 2 + 2 = 272d6 + 8 ⇒ (5, 6) + 8 = 19
Woo baby, almost max damage! +5 is STR and masterwork, +1 from Bless and Performance, +2 from flank with Purply. Also three smites left. +8 is +6 base from two-handed, 1 from Smite, 1 from Performance.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Woo, I'm full again. Maybe a Channel would've sufficed, those hit for slightly less. But then again, AoE heals are nice to hold back. Or to hit the boss from afar. >_>
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Darn, I had a cool speech typed out and then I f%#!ed up and Paizo ate the whole thing. Oh, forgot the greatsword is Masterwork, I was still using mace stats. It'd be a 19, 20 if high ground counts. Vanbovar scowls. "Our names? Names are only for allies, to shout for help on the battlefield and to remember when they fall in battle. We wouldn't be your allies, we'd just be your pawns, no tears shed when we fall in battle. No, you will not get my name, only those I deem worthy will get to know it." Vanovar casts Bless, provoking from the two skeletons around him, but since I'm at AC 21, I just hope they miss.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Er, halp? I'm at 0, what do I do? Pop a Bless, to get our collective to-hits up, or go smack that guy when I'm healed? On the one hand, to-hit is good, but on the other hand, I think I'm going to need my heals.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
This is in no way a criticism of you, so please don't take it like that, but I'd like to say that a boss that actually disarms people of weapons that hurt him, has great to-hit (even after factoring in both Power Attack and Combat Expertise), and can easily oneshot players feels like bad design. Maybe we'd be level 2 by now if we'd been playing this as a campaign and not Society, and then we could stand a chance, but one lucky damage roll from him and a first-level character goes down. The fact that he loses to-hit due to PA and CE means that it's only probable that he'll hit, instead of likely. And if an 18 misses, that means his AC is at least 20 by now, with CE factored in. A full-BAB class with an 18 in STR only has a 25% chance to hit him, mine is even less. Bosses are supposed to be challenging, but this puts it over the top.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Woo, thanks, Venja! :D Vanovar shakes his hands to get rid of the numbness, then draws his greatsword and starts chopping at the big guy.
I'll take the 18. Does standing on the stairs count as higher ground? >_>
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
The only downside is that regular skeletons already have a pretty nice Will save and our channels aren't so hot. We also have only a few among us, so chances are they'll get resisted anyway, so it'll take two or three channels to get them down anyway. It's doable, but maybe you're more useful straight up attacking them or healing where needed. Also, if Omorose manages to convert one, maybe we'd like to keep it as long as possible. :P
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
I'd probably have done the same as Cyrixs. I've probably dropped my longspear, as that's what gets me an edge on opponents due to Combat Reflexes. Probably should've specified. "Ouch! Watch it guys, this guy likes to play dirty!" Glad he wasted a crit on disarming, rather than attacking me directly. >_>
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Vanovar draws his morningstar and walks forward. Curse you, lack of BAB +1! "Army of the dead? So far I've seen only about twenty dead guys here, I barely call that a street gang. I've been kicked out of armies much more impressive than that!" Stairs are difficult terrain, I presume?
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Whelp, that's a deadly trap. Seems like you're screwed if you don't have a Rogue in the party. a 40 feet drop is deadly at level 1. "Okay, so most of us aren't going to be able to jump over this. Shall we do the two-rope-plan?" Rowanne has a high DEX, she might be able to take 10 over the pressure plate and tie one rope to the statue, so we have a way up. I'll tie one rope to the door and let it into the pit. That should be enough to cross this bridge, right?
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
No injuries? Tell that to my bruised ego! :P Vanovar collects himself off the floor, then helps Rowanne get up. "Sorry 'bout that, didn't mean for that to happen. If I wanted to jump your bones, I would've chosen a more suitable place, believe me. So, how do we cross this thing? We could drop a rope down here, throw another one up at the other side of the bridge, and avoid the statues altogether, but there has to be an easier way..." How many squares do the pressure plates occupy? If it's just two across, we could probably take 10 and jump over them. If it's ten by ten, we might have to get creative.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
"Good idea, I don't trust any of this, this place is a giant deathtrap. Which is weird, because crypts usually are places of peace and contemplation." Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
"Let's see, I might be able to break this open, but it'll make enough noise to wake the dead. Not sure we want the attention of the entire crypt right now." I have a STR of 18, so a +4. Maybe with some assists I might be able to open it. Also, I never really got an answer to who wants to carry my spare Wand, I'm carrying both of them right now, that doesn't seem ideal.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Vanovar moves a few feet forward and extends the acid flask towards Rowanne. "Hey Rowanne, use this! I don't trust myself with it anymore after what happened a few seconds ago."
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
I think it's generally acknowledged that you flee from the source. Once you're out of view of the source, you stop running. Thus, you run back to the stairs or something, and after a round you stop running. You're still frightened, but you won't run away even more.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Note to self: 10/11 HP Vanovar lobs a vial of Alchemist's Fire at the swarm.
Ranged attack: 1d20 + 2 ⇒ (1) + 2 = 3 Does into melee apply? Think so, but not sure. Subtract 4 when necessary. Not that it matters in this case, since I fumbled it. Worst time to fumble ever. "Er, two, I mean."
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Vanovar starts digging into his backpack, looking for his combustibles. "All right guys, this might be problematic. Seems like I didn't buy these for nothing. Here, distribute these among yourselves, we might need these things." Going to presume bat swarms and we know we can't damage them without AoE effects. Rowanne, I forgot which you borrowed from me earlier, but I bought two Alchemist Fires and two Acid Flasks.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
"I'd personally prefer to wade through some frogs than walk through some floating corpses, but I'm willing to change my mind if anyone prefers this route. Also, I'm not sure what killed those things, and I don't trust it." Guidance on myself and a +4 STR would allow me to take 10 on the roll to open it.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
"Fine by me. Not like we have a plan of action or anything, so your guess is as good as mine." I guess I'll be up front with my longspear. "Oh, by the way, anyone want to borrow my second Wand of Cure Light Wounds? Seems a bit selfish if I'm hogging both of them."
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Thanks for speeding things up, 17 rounds would've taken forever. Though it's partially our fault for creating this situation in the first place, I think combat in 5-foot hallways aren't the most riveting of combats. :P
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
"Sorry, already blew my Shield on wrestling the giant. Just have a Bless left." I always forget how much cover an ally gives when attacking through its square. -2? -4? Substract the relevant number from my attack roll. Vanovar gears up to finally hit the things in front of him. He drops his greatsword (which I've presumably drawn before combat began), draws his longspear, and tries to skewer a zombie. Attack roll: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 6 ⇒ (8) + 6 = 14
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Five-foot step, draw wand, use wand, drop wand. Next round, draw longspear, hit thingy with it. Cure Light on Rowanne: 1d8 + 1 ⇒ (7) + 1 = 8 Nice, enough to completely heal Rowanne. 44/50 charges left.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Rowanne can get sick, as that ability starts at level 3. :P
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
"Rowanne, while I appreciate your enthusiasm, maybe we could fall back a bit. Right now we're fighting in a five-foot corridor and you're blocking the way. I'm admiring the view, but I can't hit any of them right now, not even with my longspear. I'd say let us retreat a bit, so the rest of our group can contribute to the fight as well."
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
"I bet it's more undead, but you've got a point. If it's anything dangerous, let's take care of that first. Rotting stuff seems a more pressing matter than water." To the stinky room!
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
I'm down my domain spell and a Shield of Faith. Got one spell left, and I've got all my channels (all two of 'em). I'm good for at least one more combat. I'll let the rest decide.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
"Woo, good work, everyone! That was fun, but let's hope we don't have to do it again. Now, let's see what's on this table... A partially-charged Wand of Cure Light Wounds, and a Scroll of Lesser Restoration. Let's hope this means we did this crypt out of order, and we won't have to face more Shadows on the way.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Missed your post. See above as to what I've prepped. Forgot cantrips though, I'll prep Light, Stabilize, and Guidance. If there's still time, I'd like to cast that on myself as well, to use in the round after True Strike.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Ohh, I like the idea of Enlarge. If I'm to be enlarged, I won't prepare True Strike, as that lasts for one round, and I don't want to risk casting it defensively. My other domain spell is Shield of Faith, so I can prep Bless once, Shield once, and another thing once.
Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
I already have a decent AC, but if I'm down there in the pit with him, might as well use all the help I can get. Would two Shields of Faith be overkill? Maybe for later in the dungeon? Or should I go with the less-selfish Bless?
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