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yes you did no worries. but for now i can just tell you before hand.


Heretech wrote:
kulosle wrote:
Once you decide what you want to do here in discussion, like if you want to fight defensively or something, if you didn't say it in discussions you can't do it. Then you post you turn with all dice rolling in gameplay.
I'd prefer it in discussion so you can tell us whether we even hit or not, since we have no way of knowing how many HD they have, if they've any buffs, or if they use the standard monster entry at all.

okay this make sense. but again you must decide everything that you are doing in a post and then make a separate post rolling all necessary dice.


The siege weapons can get in one more good shot. But yes i agree. Men Join us up here after the next shot!


Once you decide what you want to do here in discussion, like if you want to fight defensively or something, if you didn't say it in discussions you can't do it. Then you post you turn with all dice rolling in gameplay.


Yes you can


I never said these were 1 hitdice skeletons.


Hmm I vaguely remember something like that. I'll adjust it. Well it's too late to edit the post but I'll keep edit the remaining health on my end.


Mekarth flies a little closer to get a better look and calls out aiming instructions. Both teams quickly aim and fire. Both hit, each kill one and damage several others.

16 skeletons 10 zombies and 3 ghouls

Brunhilde moves forward to the opposite side of the bridge as Tranch.

The undead horde marches forward another 30 ft except for 4 skeletons who charge. Two each at Tranch and Brunhilde, both of whom attack the skeletons as they approach
tranch attack: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
damage: 1d4 + 3 ⇒ (2) + 3 = 5 x2 crit 10 damage minus damage reduction 5/bludgeoning equals 5 damage to skeleton 3

Odric shoots at a skeleton as it approaches, but misses
odric attack: 1d20 + 3 ⇒ (3) + 3 = 6
Brunhilde swings and hits skeleton 1 and attempt to trip it but she fails as the skeleton swings at her.
skeleton 1: 1d20 + 3 ⇒ (5) + 3 = 8 miss Brunhilde
skeleton 2: 1d20 + 3 ⇒ (6) + 3 = 9 miss Brunhilde
skeleton 3: 1d20 + 3 ⇒ (19) + 3 = 22 hit Tranch damage: 1d6 + 1 ⇒ (6) + 1 = 7
skeleton 4: 1d20 + 3 ⇒ (9) + 3 = 12 miss Tranch

rest of the horde is 30 out. line of 4 skeletons in front of the bridge.


That's from the front line of the undead mob. There would be a ghoul within 40ft


if you move 40 ft forward you will be something like 26 ft away from them


yes there are rules for splash damage for siege weapons but stephen directed them poorly so they ended up aiming at the edge of the group.

no you don't need to make a fly check, the wind is actually starting to slow down a smidge. Please post all your combat rolls in gameplay.


Mekarth flies into the air to get a better vantage point. He looks for the densest patch of undead. He shouts the directions back to the siege crews.

the ballista fires and takes out an skeleton on the right side of the group. The catapult launches and barely hits a zombie also on the right side.

Brunhilde, the only professional guard, walks to the other side of the bridge as Tranch (right railing) and readies her spiked chain (reach weapon) and shield. "You all might be Neophytes but it's time to put your love for your home to the test." +4 to wisdom checks and wisdom based skill checks

The undead horde progresses 30 feat. one tries to though a rock at Idorin but misses horribly.

new perception rolls
Tranch perception: 1d20 + 10 + 4 - 9 ⇒ (14) + 10 + 4 - 9 = 19
Idorin perception: 1d20 + 11 + 4 - 5 ⇒ (6) + 11 + 4 - 5 = 16
Mekarth perception: 1d20 - 2 + 4 - 11 ⇒ (10) - 2 + 4 - 11 = 1
Odric IV perception: 1d20 + 1 + 4 - 12 ⇒ (19) + 1 + 4 - 12 = 12
gaurds perception: 1d20 + 2 + 4 - 9 ⇒ (17) + 2 + 4 - 9 = 14

Tranch gets nearly an accurate count but idorin informs him that he missed a few in the back. there are now 17 skeletons 11 zombies and 4 unidentified undead. Tranch shouts out a description.
Odric knowledge: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
Odric quickly identifies them as ghouls and anything you could want to know about them.


Alrighty i'm going to implement a rule. 2 days and your initiative drops, 2 days of being at the bottom and i'll take your turn for you. hence the post.


Idorin flys up to the approching horde. The wind is picking up the further out you get (doesn't increased a step yet). The sandstorm is a little thick. There is at least 30 undead. And there are a few something's you can't identify.


Odric casts bless on everyone. +1 to attack rolls and saves vs fear.

Yes and the wind is blowing North.

Also good time to mention the siege weapons are on top of platforms so they can easily shoot over everyone's heads. No need to concern yourselves with positioning in that regard.


Yeah as long as you have the feat which you do.


It's a light ballista and a Canon.
Aiming doesn't require proficiency. Only the person firing it does. And don't replace that person cause they can fire it quicker.
http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeEngines.html


Yes of course there is a railing. Stone work. 4 ft high. Very pretty.


Also your stats are better than the siege men. If you want to aim one of them.


the bridge is an admintine frame filled with hard stone. The is also a 4 foot sandstone wall surrounding the red scar.


For fluidity purposes I'm delaying Stephens turn. He'll go last or as soon as he can get around to posting.


It is strong wind.


The undead have various damaged weapons like a club or shortsword or rapier etc. None have armor on.

If you have to make a flight check there will be penalties depending if your going with the wind or not. Blowing North. Heading south is considered difficult terrain. And going north is faster if you make your flight check.undead are conning from the West.

Also that -2 is per range increment. Also range increments are half facing south and 50% larger going north.

The undead all seem to be walking at the same speed. 30ft a round.


Also there is an important typo. The cacapult is manned by 3 halflings one human. Just so you know with this number each siege weapon can fire each round. Of they don't heavily change the target area.


There is also the reinforcements bell if need be. Just so you know the wind is strong enough to give ranged and thrown weapons a -2 penalty.

The militia acts 5th and then the big bads go 6th


It's a colder night than usual. You can feel the chill even through the hide coats you were given for your nights watch. The wind is blowing the loose desert sand, obstructing your vision.

You are guarding the West bridge. 20ft wide 60ft long. 40ft between the scar and the remains of the outer city. But this side of town is uninhabited.

You have a ballista manned by 2 hhalflings, a catapult manned by e halflings and a human, and an actual handling gaurd. She doesn't enjoy working with the citizenry militia and it shows.

You have a small 15ft watch tower. Tranch is using the spy glass to keep look out. It also has a large bell used to call reinforcements.

Tranch yells from the tower but it's hard to make him out over the roaring wind. He runs down. Several undead are on their way, but the exact number is impossible to tell. Just zombies and skeletons it seems.
Their 90ft out from the bridge.

Tranch initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Idorin initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Mekarth initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Odric IV initiative: 1d20 + 2 ⇒ (7) + 2 = 9


Okay so ground rules. Discuss here what you want to do. You must decide all abilties and attacks (including variables like the amount of power attack you are going to use). Once agreed upon, post your turn in the game play section. Bonuses will be given for well describe turns. I'll post the start of the first encounter. It'll have the initiative order posted.


when cave dragons become very young they get an ability called ruff spikes. can someone please explain what this is? all the entry says is it can block movement. my guess is it would work like spiked stones, but that's only a guess. and it says it's a free action so that sounds a little too good. but making it impossible to stand next to the dragon sounds even worse.


This party is already good just trying to get my friends to join.


thoughts concerns ideas goals. out of character conversation.


Party full

You are all living in the halfling holy city of Lacol. Home to the the high priestest of Cyrrollalee, and her husband the wondersmith who both saved the town from a battle between demons and devils two decades ago. Now the town is still in reconstruction but evil outsiders have appeared to leave the town alone and reconstruction has begun. You have all been living here for a while now and about to do your shift of guard duty that all able body persons are required to do.