GM Niles Wrath of the Righteous (Inactive)

Game Master nilesr

Wrath of the Righteous
15 Rova 4714 Day 35
Dramatis Personae
Overland Map of The Worldwound
Loot Log


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Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

I thought Bel is paralysed anyway, so only a save requires botting now. And hopefuly in next round there will be no more enemy caster...


Drezen Citadel Drezen Dungeon of Drezen

Indeed, your propensity for crazy amounts of melee damage is a strength. Nulkineth the Half Demon Inquisitor is no more.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

I know it has been more then 24 hours, but I cannot really state my actions till I know more.


Retired - Adventure Path Complete!

I'm kinda waiting on Belle & Barundar's actions, myself.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Apologies for the delay. Last couple of days have been crazy busy for me. Going to post now.


Retired - Adventure Path Complete!

Can I spend a Mythic Surge to boost the result of my Fortitude Save, GM?


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

I'm almost fully recovered. I will be back in play tomorrow. Thank you all for your patience.


Drezen Citadel Drezen Dungeon of Drezen

You can use a mythic surge as an immediate action, if you didn't use a mythic point during your turn. Pretty much only one mythic point can be spent per round.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Actually it is the other way around with immediate actions and therefore I guess it should be the same with mythic points. It does not matter what you did on your last turn, but if you use it out of turn, you cannot do so during your next turn.


Drezen Citadel Drezen Dungeon of Drezen

1 MP per round. Seems easier to keep track of to me.


Drezen Citadel Drezen Dungeon of Drezen

I'm beginning to see why you took one wizard level Konny. Did you think you needed the extra combat power?


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

It would stay 1 per round the other way around as well. It is not perfect either way as the immediate action may be on Round 1 or Round 2 depending on where in initiative order is the character and where are the opponents...

If you want to house rule, that the immediate action is possible only when you did not take swift action the previous turn, please let us know as soon as possible. It means that you can either never use offensive moves if you want to play it safe or never be able to use defensive ones when you use the offensive. That is quite important for choosing feats.

And splitting rules for immediate actions and MP usage does not make sense, so it has to be all or nothing. If you make a split, one could not use a swift action in both Round 1 and 2, if he used immediate action between those two rounds (as for many characters swift/immediate action equals MP useage).

I hope it does not sound like I am complaining, I only want to be clear about the rules.


Retired - Adventure Path Complete!

Konny, remind me to give you a hug when this fight's over, you magnificent dwarven bastard. :D


Drezen Citadel Drezen Dungeon of Drezen

I'm proposing a much much simpler solution. You can only use 1 MP per round period. Doesn't matter if its an immediate action or a swift or whatever.

So that means yes, if you want to use them offensively then you can't then use them defensively also. You can only use them once per round, ever.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

@Vic: I live to serve, my commander. :-)

@GM: I am afraid I did not make myself understood.
What I propose is:
- the ability to use them once per turn
- if I use it between turns, I cannot use it next turn
This is the same rule as the one governing swift/immediate actions.
If you mix rounds into the equation, it becomes much more complex, as I tried to explain before.


Drezen Citadel Drezen Dungeon of Drezen

Whenever you determine to use the MP in initiative order, then you can't use another one until the next round...seems simple to me. I mean I post the initiative block and its easy to keep track what round we are on.

This might mean that if you are at the very bottom of initiative and you use a MP for say Surprise Strike {Round 1}. You could then use a surge again again at the top of the next round {2} when the creature attacks you and forces a save. However, during that round{2} you couldn't surprise strike on your turn because you had already used a MP.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

I understand. But this works great for someone on the bottom of the initiative order. (as you yourself shown in your example)

But with Konny, who is usually one of the first to go, it means he has two options:
- use MP during his turn for swift action, therefore never have a chance to use an immediate action
- not to use a swift action and hope that there will be opportunity for an immediate action / problem is, next round, swift action will not be used again, because what if I need to use it for an immediate action

This system vastly favors anyone with low initiative and handicaps anyone with high initiative.
I understand it might be easier for GM, but it is certainly not fair for the players.

Well, you are the GM, so it is your decision. But if this house rule is in effect, it certainly greatly reduces the choice of feats and path abilities for anyone with high initiative as taking immediate action feats/abilities is not a wise option anymore. Fortunately I do not have any yet.

Edit: To explain my POV, here is my take on the difference between using swift and immediate actions (it works that way usually, not always):
Swift: things I love to do and help solve the situation
Immediate: things that I should do save my life (or the situation)
So I prefere going swift, but if I need immediate, I am glad I have it and gladly forgo using swift next round


Drezen Citadel Drezen Dungeon of Drezen

I actually like that it forces you to decide if you are going to go offensive versus defensive. We'll stick with my decision. Trust me, you guys are gonna steamroll encounters so hard it hurts soon and it won't really matter much.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Ok. And does it apply to immediate/swift actions as well? Is it one per combat round?


Drezen Citadel Drezen Dungeon of Drezen

One per round, no matter the type of action.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

I've never played a character so heavily focuses on being defensive as Barundar, but I think I'm finally - finally - actually getting the hang of how the character needs to work, especially in regard to uses of mythic power. I'm not going to worry about upgrading his ability to do damage quite so much; he's not ever going to have the pure output capacity of a character like Vic.

I think the focus I need to put on Barundar is in doing everything he can to force enemies to focus on him and give Vic the freedom to become the bloody engine of destruction she is.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

@Barundar: when your speed is 20, Haste gives you only 20 more. Here is the wording: "All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement." So you had no way to get that far.

@GM: Understood.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none
GM Niles WotR wrote:

Round 2

Red attacks Belledonna clawing her viciously for 17 forcing Belle to save versus paralysis Belle is paralyzed for 5 rounds. she gets a new save each round on her turn

That, plus what the Babau did last round, puts Belledonna at -1 unless there was a heal that I missed.


Drezen Citadel Drezen Dungeon of Drezen

Brighton has channeled twice healing 11 and then 7.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Ah. I missed that.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Obviously, my actions are intended for round 7, not round 6 ;-)


Retired - Adventure Path Complete!

Um... medic? Plz?


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Can I target the Spiritual Weapon with Dispell Magic?


Drezen Citadel Drezen Dungeon of Drezen

Yes. It's an ongoing spell. However it only has one round left.

-Posted with Wayfinder


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Really? Was I just oblivious for several rounds or has it not been up very long?


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Probably just oblivious, it has been up and damaging you since Round 5 ;-)


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Vic, you did not have to move to flank. Konny tumbled into flanking position


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Wanted to apologize for my lack of posting the past couple of days. It's been hard for me to find the time. Spent most of the weekend with some of my wife's family and then had to rush back early this morning for my Mema's funeral services, with the funeral being a three-hour drive from the graveside. It's been a heckuva weekend...I think I've driven pretty much right at 1,000 miles since Friday morning.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

When you think about it, Detect Evil is going to be of limited utility in the AP, really.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Seems like most things that you'd really want to use it against would have ways to mask their presence from that particular spell, so I'm not feeling terribly bad about it. I mean, honestly...what are we going to come across that's NOT evil, in most circumstances?

"*Gasp!* I had no idea that the fifteen-foot-tall, horned, hooved, flame-winged beast was not on our side!"


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none
Barundar Hammerfist wrote:
"*Gasp!* I had no idea that the fifteen-foot-tall, horned, hooved, flame-winged beast was not on our side!"

Exactly!

In the first issue, unless somebody is a cleric of either Baphomet or Deskari, they won't even register to it anyway either, or they're a demon & it's pretty much obvious.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

I have one use of Mythic Power left. I can use it to cast Fly on one of us, but that risks putting one of us fighting the thing solo & if it is what I think it is, we don't want to do that.
We might be better off if I can find something that can ground it.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Agreed, that would be for the best


Retired - Adventure Path Complete!

I hope there is some way to stop it from flying around...


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Did we not want to lure it inside?


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

That was the plan, yes. The new plan, for Belledonna at least, is 'not die'.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

I second the new plan :-)


Retired - Adventure Path Complete!

I've checked my math several times to make sure I didn't screw up somewhere and ended up doing more damage than I thought with that last attack.

Still...

O_O

Oh my god.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

I see that we have a new new plan. I do not know the specifics, but Bel's death is not an issue anymore :-) The bluff worked amazingly!


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

How many times have I been reduced to unconsciousness in this place?..

At least it's not as bad as that fight against those f#%~ing flies...


Drezen Citadel Drezen Dungeon of Drezen

The crits are piling up!


Retired - Adventure Path Complete!

...

...

...

...

I'm honestly starting to wonder if Victrix is actually a direct descendant of Desna.

That's the ONLY explanation I can think of for getting three crits in three consecutive rounds of combat.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Nah, she is just that good...


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

That is a pretty crazy streak of luck. Of course, Barundar's combat rolls are still pretty much suckin' like a black hole, so maybe Desna's just taking some of Barundar's luck and giving it to Victrix.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Remember, Wisdom is Belledonna's dump stat...

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