Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The Sextant works once per day for 1 round. Your round is up.

They didn't come out of the Rope Trick until round 3.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul will start casting Summon Monster Four.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Invisibility, huh?

Remind me to have you create a wand of magic missiles when we have the time ,Ixrul

Ace then casts magic missile at the lead orc, to mark their location.

4d4 + 4 ⇒ (1, 2, 4, 4) + 4 = 15


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You still need to know where the target is to cast Magic Missile at them.

5d20 ⇒ (3, 11, 16, 5, 19) = 54

8d20 ⇒ (16, 15, 14, 15, 18, 18, 7, 8) = 111

Initiative Order:

Odan (24)
Ixrul (23)
Wrecker (23)
Wrecker (23)
Vakarla (22)
Wrecker (20)
Wrecker (20)
Wrecker (19)
Jrahk (19)
Wrecker (13)
Wrcker (12)
Lucy (11)
Ace (8)

Odan, then Ixrul starts casting SM IV.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

I swear, the dice totally hates our guts


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

This entire area is under an illusion. A massive coverup hiding what is really there. I am currently unable to discern the truth behind the illusory images.

Will save to disbelieve?: 1d20 + 6 ⇒ (19) + 6 = 25

Ace, thatis why every party needs to carry a wand of glitterdust.

My energies are best spent in the opportune tactical moment. As soon as any of you see them and can predict when they will arrive, please let me know and I shall bolster our defenses. Meanwhile, can someone inform me of the nature of our enemies?

Hold Action until they are within one round of us, if that is information I can know.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Unless you can see invisible things, you don't know when they'll arrive.

Odan sees through the illusion of empty water to the island beneath. Interestingly, he still doesn't see the ship Ixrul mentioned.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

I cannot; I was hoping someone else could and would let me know.

The illusion has masked an island to make it look like open ocean. Our ship is currently grounded. We will need tools and lots of labor to get us back on the water. Also, I no longer see the ship that was previously here. Ether t was part of the illusion meant to lure us in - in which case it worked wonderfully - or it is now masked by another illusion.

And lastly, while our telepathic communications works wonders, someone need to inform the crew to prepare for battle.

I'm going to say all that talking took up my turn.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Just have him say that aloud instead.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

'Tis the Captain or First Mate's job. I dare not overstep my position lest he falsely believe I am here to unsurp him and I get keelhauled. ;)


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"Brace for battle! Eight invisible half-orcs, one of them a wizard."

"Gortus, Arron, we'll be needing your assistance. They wanna attack us on our own damned ship, they best be prepared to face the consequences."


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk curses. "We've run right into their trap."

He casts Long Arm and moves toward the side Ixrul saw the wreckers coming from.

"JRAHK KNOWS YOU'RE THERE! COME OUT AND PLAY!!"


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

A bunch of people go before Jrahk. Gortus and Arron will go last (delaying until everyone has shown themselves).

2d5 ⇒ (5, 4) = 9

Two wreckers carrying Falchions flash into being, traveling INCREDIBLY fast as they divebomb Odan and Lucy.

Attack vs Odan: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 2d4 + 14 ⇒ (1, 2) + 14 = 17

Attack vs Lucy: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 2d4 + 14 ⇒ (1, 3) + 14 = 18

Confirm?: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d4 + 14 ⇒ (4, 1) + 14 = 19

Vakarla appears in the distance, alongside the other wreckers. She waggles her fingers and shouts " Kill the captain! That elf is probably him! Die!", and Ixrul's mind is assaulted.

Make me a Will save, then a Fort save. She thinks Ixrul's the captain since he was the one shouting orders to prepare for combat.

3d5 ⇒ (3, 4, 4) = 11

One of the wreckers flies in to slash Jrahk, while two more gang up on the unfortunate Lucy.

Attack vs Jrahk: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 2d4 + 14 ⇒ (4, 1) + 14 = 19

Attack vs Lucy: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d4 + 14 ⇒ (3, 4) + 14 = 21

Attack vs Lucy: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 2d4 + 14 ⇒ (4, 2) + 14 = 20

Lucy is brutalized by the wreckers, though Jrahk has presenc eof mind to move out of the way.

Recap: Odan takes 17 damage, Lucy takes 69 damage, and Ixrul needs to make a Will save, followed by a Fort save. Both DC 20.

Vakarla is 100 feet away, three Wreckers are in a triangle 5 feet above Lucy, one is 5 feet above Odan, and one is 5 ft. above Jrahk.

Jrahk is up!


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Will: 1d20 + 8 ⇒ (19) + 8 = 27
Fort: 1d20 + 5 ⇒ (17) + 5 = 22

Ixrul gives her the Look.

"You're in for a bad time, hon."

Spellcraft (ID the spell): 1d20 + 16 ⇒ (15) + 16 = 31


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ixrul sees the brief image of a black robed figure leaning in for a kiss to steal his sould, but quickly banishes it from his mind.

Today is not the day a Phantasmal Killer takes his life.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

"YOU'VE SPRUNG YOUR LAST TRAP!"

Jrahk starts slashing at the guy floating above him.

Falchion: 1d20 + 15 ⇒ (7) + 15 = 22
2d6 + 21 ⇒ (2, 1) + 21 = 24
Falchion 2: 1d20 + 10 ⇒ (7) + 10 = 17
2d6 + 21 ⇒ (6, 3) + 21 = 30
Bite: 1d20 + 7 ⇒ (9) + 7 = 16
1d6 + 12 ⇒ (2) + 12 = 14

Cornugon: 1d20 + 19 ⇒ (17) + 19 = 36
Hurtful: 1d20 + 15 ⇒ (12) + 15 = 27
2d6 + 21 ⇒ (4, 3) + 21 = 28


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Jrahk slashes him twice, but he remains standing.

2d5 ⇒ (4, 1) = 5

The last two wreckers fly in, attacking Lucy once more, and also Ace.

Attack vs Lucy: 1d20 + 12 ⇒ (4) + 12 = 16

Attack vs Ace: 1d20 + 12 ⇒ (11) + 12 = 23

But both miss.

Lucy and Ace.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

On Odan's turn...

Tk. Tk. I see you, half-Orc. And I know you. I know your tactics. I own your mind.

Swift action - strategy, coordinated defense (no AoO). Everyone in the Collective gets a +4 insight bonus to AC for 3 rounds.

5' step out of AoO range; standard action: Manefesting the power Unearthly Terror for 7 PP against the Half-Orc who attacked me. Will Save DC 16. If he succeeds, he is shaken. If he fails, he is frightened. Either way, it lasts 7 rounds.

I also could have sworn that my best power - Battle Transformation - was a network power, but apparently I have to spend 2 PP to make it network, which means I can't share it until level 9. This class is starting to get disappointing. It's supposed to be a buffing class, but very few of its powers can be cast on other people. What kind of buffing class is that?


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

I'll be on the river all day today. Won't have my phone. If I get another action before I'm back, I'll use my 1/day racial ability to cast energy ray. This is found in my profile under the Statistics spoiler --> racial traits --> Dromite Psionics. Ranged touch attack, no savings throw, 3d6+3 damage.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Psionics does many things well.

Buffing is not one of them.

There is the Network Power Metapsionic Feat, that can make any Power a Network Power, but it raises the cost by 4 PP.

Wrecker Will: 1d20 ⇒ 6

The wrecker screams in abject terror!

Ixrul, where does your Summon appear?


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul conjures a giant wasp to attack.

He will then extended Haste all of the following: Lucy, Ace, Jrahk, Odan, Himself, Gortus, and Aaron.

The wasp rushes Varkarla, jabbing her with a stinger.

1d20 + 8 + 1 + 2 ⇒ (17) + 8 + 1 + 2 = 28
1d8 + 9 ⇒ (4) + 9 = 13 + Poison

Wasp Poison:
Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Wasp: 42/42 health, 9/10 rounds

6 wreckers remain (the one who will be fleeing 180 feet per round from Odan is basically dead) and Vakarla. ezpzlmnsqz


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

1d6 ⇒ 4

The stinger stings, and Vakarla screams in pain!

Or is it laughter? An illusory double of her pops, and the real one seems unharmed.

Small retcon:

Gortus and Arron move in for the kill.

Arron Bite: 1d20 ⇒ 8
Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Gortus Slash: 1d20 ⇒ 17
Confirm?: 1d20 ⇒ 14

Damage?: 3d8 + 33 ⇒ (5, 8, 1) + 33 = 47

Arron lightly damages a wrecker...and Gortus' deadly Falcata claims YET ANOTHER life as he finishes the poor bastard.

One less guy on Lucy.

The Wrecker who attacked Odan flies away, blinding fast, screaming in fear and dropping his weapon as he scrabbles at his body, frantically clawing at himself.

One Wrecker attacks Lucy again.

Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 2d4 + 14 ⇒ (3, 4) + 14 = 21

Lucy falls unconscious.

Vakarla steps 5 feet away from the wasp, and wreathes the deck of your ship in thick fog.

2d6 ⇒ (5, 3) = 8

The remaining ones on Lucy move to new targets, targeting Gortus and Jrahk.

Attack vs Jrahk: 1d20 + 11 ⇒ (12) + 11 = 23
Attack vs Jrahk: 1d20 + 11 ⇒ (11) + 11 = 22

Attack vs Gortus: 1d20 + 11 ⇒ (5) + 11 = 16

Attack vs Ace: 1d20 + 11 ⇒ (4) + 11 = 15

But all miss their mark.

Jrahk is up, then Ace, Odan, and Ixrul. Nobody can see anything beyond 5 feet, and things within 5 feet have 20% concealment.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

for the last turn

Ace points at the leader orc, and fires off some magic missiles.

4d4 + 4 ⇒ (1, 3, 3, 1) + 4 = 12

"Thats the real one! Get her!"


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Whoops. Accidentally skipped you, sorry.

The magic missiles steak toward Vakarla...and impact an invisible Shield in front of her, doing no harm.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"Well, s%%*."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Hold up. Mirror image? You can see when someone is under its effect. You never mentioned it.

Ixrul will also yell out to his zombie shark to wreck their small ship.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Sorry. She has a list of buffs she had up, and I thought it said Blur, but it was actually Mirror Image.

How fast is your shark?


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

60 ft swim.

Ixrul will yell in Sylvan, by the way. I believe I have mentioned before that whenever possible he will give orders in languages his opponents probably do not understand, and I'm gambling on Sylvan over Celestial.

Unless a Kn Local would suffice to tell me if one of my other languages would be better (Elven, Draconic, Goblin, Orc, Celestial, Infernal). Though I'm guessing Goblin and Orc wouldn't be great because y'know half-orcs and Draconic because it's available to all wizards.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk retaliates at the swarming attackers, starting with the one he had hit previously.

Falchion: 1d20 + 16 ⇒ (10) + 16 = 26
2d6 + 21 ⇒ (3, 5) + 21 = 29
Falchion Haste: 1d20 + 16 ⇒ (7) + 16 = 23
2d6 + 21 ⇒ (6, 5) + 21 = 32
Falchion 2: 1d20 + 11 ⇒ (10) + 11 = 21
2d6 + 21 ⇒ (5, 3) + 21 = 29
Bite: 1d20 + 8 ⇒ (3) + 8 = 11
1d6 + 12 ⇒ (3) + 12 = 15

Cornugon: 1d20 + 19 ⇒ (9) + 19 = 28
Hurtful: 1d20 + 16 ⇒ (13) + 16 = 29
2d6 + 21 ⇒ (2, 1) + 21 = 24


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I made a mistake last round...all of Jrahk's attacks hit, dropping that one guy and damaging another. Their AC is significantly lower than I thought (I used the ACs from the Demon Wolves for last round by mistake).

5d100 ⇒ (62, 69, 4, 28, 4) = 167

Jrahk finishes off the nearest Wrecker, though with the smoke it's impossible to tell where the next target is.

He flails some more where he thought one was, but all the remaining attacks fail to connect with anything.

Initiative Order:

Odan (24)
Ixrul (23)
Wrecker (23) -Frightened (out of the fight)
Vakarla (22)
Wrecker (20)
Wrecker (20)
Wrecker (19)
Jrahk (19)
Lucy (11)
Ace (8)

Ace's turn.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace casts defensive shock and moves around, to confuse the wreckers.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Okie dokie.

Wrecker AoO: 1d20 + 11 ⇒ (18) + 11 = 29
Confirm?: 1d20 + 11 ⇒ (15) + 11 = 26

Damage: 4d4 + 28 ⇒ (2, 4, 2, 2) + 28 = 38

Defensive Shock: 3d6 ⇒ (6, 1, 3) = 10

Wow the dice really do hate you

Arron and Gortus move towards the sound of trouble.

2d100 ⇒ (50, 93) = 143

Bite: 1d20 ⇒ 20
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Falcata: 1d20 ⇒ 18
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Confirm Bite?: 1d20 ⇒ 14
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Confirm Falcata?: 1d20 ⇒ 13
Damage: 2d8 + 22 ⇒ (1, 1) + 22 = 24

Once again Arron sets up the kill, and Gortus savagely hacks a Wrecker's head from his body.

And Gortus' streak of crits remains unbroken. Tune in next turn, SAME CRIT TIME, SAME CRIT CHANNEL.

Odan and Ixrul.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Spellcraft (ID the Mist Spell): 1d20 + 16 ⇒ (10) + 16 = 26

Ixrul's action for this round depends on what spell this is.

Almost certainly this happens though:

The wasp lashes out once more.

1d20 + 8 ⇒ (14) + 8 = 22 Note: the last attack should be one lower. Though I doubt the wizard has 28 AC.
1d8 + 9 ⇒ (1) + 9 = 10 + Poison

"Odan, can you do something about the wizard?"

Quote:
Damage: 1d6 + 7d6d1d20 ⇒ (5) + (13, 16, 16, 15, 19, 14, 2, 6, 2, 9, 12, 11, 8, 7, 17, 13, 2, 19, 20, 14, 17, 17, 3, 11) = 288

That's one hell of an attack.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Imagne how much HP the Wrecker had that it survived. You should thank Arron.

The spell is Fog Cloud.

1d5 ⇒ 5

The wasp hits!

Fort: 1d20 + 9 ⇒ (15) + 9 = 24

But its poison doesn't seem to take hold.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

ded

random crits, I hate you


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You should have 11 HP left. You weren't damaged by anything yet today.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

The damage from when the ship ran aground?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Oh riiiight. NVM. So Ace is at -3. My bad.


??? black blade 9| ArcanePool:3| enchant +3| INT: 14 | wis/cha : 10

"Oh no, not again..."


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

I had planned to use my energy Ray so I didn't hold people up, but it looks like that got skipped, so I'll take an actual turn. Unfortunately, I do not think there is much I can do about the wizard. I'll have to grab dispel psionics as soon as I can. May even do a retrain for it. There may be some other options, pending certain answers.

How far away was the wizard last? And upwind or down wind?how big is the deck?

Here's the plan: dromites have the scent ability. Even though there's a fog, I should be able to smell the enemies, and if the wizard is upwind and within 60', I can smell him too. If he is not in my scent range, I want to spend a move action climbing over the rail and out of the fog so I can see him or smell him.

I can cast energy missile; I'm guessing I have to choose the cold subtype, because my character is of the cold clan; it's typically a kineticist ability, so they always have an energy type active.

Anyways, with 7 PP, I can send a missile at the wizard for 7d6+7, fort save for half. If any of his allies are within 15' of him, I can hit them too, up to five enemies.

So with that, here we go:

energy missile damage: 7d6 + 7 ⇒ (5, 1, 1, 6, 1, 6, 6) + 7 = 33
DC 19 fort for half.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I didn't skip you, it's just your turn. Edit: Okay I did. Thought Ixrul was first.

Vakarla was 100 feet away, and 40 feet up (from the deck of your ship, not the ocean) before she cast her spell. Upwind or downwind? Not sure it's relevant, and I don't know.

Edit: Ah. No, she is out of Scent range.

The Devil's Pallor is a Warship, and thus 100 feet long and 20 feet wide. This reminds me, you should have the link to the Roll20 map. That ship is not quite to scale (it's 90x40 I believe since that ship was a merchant vessel) but it's close enough for government work. It's not updated, but i can update it if you wish.

Remember that your Active Energy type is chosen when you center your Psionic Focus, spells like that would always be of that energy type you chose the last time you regained it. If you didn't pick one, we can assume cold (just remember that for the future, it's always Cold for spells like Energy Ray and Specified Energy Adaptation unless you spend a Full-Round to change it inside or outside of combat.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

If he's upwind, my scent ability range is 60'. If he is downwind, my scent ability is 15'. Either way, he's out of range. Can I use a move action to get out of the fog to see him?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yes, you can fly up to see her (half speed for the first 20 feet). Also, note edits above.

Though err, do you have a Flight effect cast/manifested?


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

I do not have flight. Although my psicrystal does. I wanted to simply climb over the rail, hang on to the side, and get out of the fog. Then manifest. Although my psicrystal can fly, and if it can fly up to see the wizard and then communicate that to me, can I still hit him with the energy missile?


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Question: did Ace have his magic shield on? If so, then that crit didn't confirm, he forgot to add in the +4 AC bonus I gave him (I gave everyone this). He'd have 29 AC total. There is one more round of this.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

He does. So he has 15 HP left, and can take an action. I suggest one that doesn't involve trying to provoke AoOs from a bunch of burly guys.

If your Psicrystal can fly up and tell you where Vakarla is you'd still need some way to pinpoint her exact square. If you want to get out of the mist, you'd need to traverse most of the deck. Since everyone was up near the steering wheel (based on what everyone was saying), the Fog Cloud is centered so it covers that whole platform by the Captain's Quarters, and then stretches about 20 feet off of it. It's wide enough to cover about 5 feet in both directions off the ship (Cyan colored circle on the map).

You could make it out of the cloud, but only by double moving.

I'm inclined to say you can climb out on the deck and hold on as long as you have a decent Climb check, but as there's still 5 feet of fog between you and the outside world, everything out there would have 20% Concealment against you. Combined with Vakarla's Mirror Images, this is an unlikely spell to work (though since this is multiple rays, it would probably pop several of her images).

Edit: Small mistake, was looking at the Energy Missile spell, not the Energy Ray power. Make sure to be specific, that can get confusing. So you only have one shot.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Energy Missile is correct. I have that as a 2nd level power by using a feat; I am maximizing my PP on it. I am not using Energy Ray. I was originally, but I have to change my tactics due to the fog. I apologize for the confusion. And while my climb score isn't that good, I did put ranks in it just to be able to climb around on a ship. :)

So yeah, there's no way for my 20' movement speed to make it out of the fog. Damn. This is going to have to be a 2 round maneuver. Ok, for this round, I'll move 20 towards the edge of the fog, but still be within it. Then I'll manifest the power Battle Sense, giving everyone in my collective a +1 Circumstance Bonus to AC and the ability to use Aid Another as an immediate action. I'm assuming they'll all still be within 30' of me, and I don't need to see them due to our connecting in the collective.

Rounds Remaining:
1/3 - +4 AC (Insight Bonus) for all allies in my collective
7/7 - +1 AC (Circumstance Bonus) and can Aid another as an immediate action for all allies in my collective
5/7 - Fear effect against half-Orc.

I am on my way to take care of the wizard. First, I have to make it out of this fog. For now, I shall connect our minds for improved battle performance.

A heads-up display appears in each target's mind, improving their coordination and group awareness.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Well, remember you're Hasted. So 40 feet of movement (halved to 20) which is enough to get you out of the fog, sorta.

And err, what Feat gives you a spell as a Power? Expanded Knowledge doesn't work that way, if that's what you did.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Energy Missile is a power from DSP, not a spell. It is from the Kineticist power list and is one level below the highest power I could manifest when I chose it. So it is a valid choice for Expanded Knowledge. Here's the link: Energy Missile

Also, when did we get hasted? Edit: I found it. Missed it the first reading through.


??? black blade 9| ArcanePool:3| enchant +3| INT: 14 | wis/cha : 10

assuming harry gets in the psiionic circle

We have a wand of wind gust in the shared treasures bag, if all else fails, we can try to use that to blast part of the fog away

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