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About This Game

What on E'n has happened to the Baron Segrado? He was last seen about a week ago, heading out towards his country estate in the hills outside Venza, where he often goes to tend his collection of rare and exotic plants. With no messages arriving since then, his wife the Baroness is becoming concerned that something untoward has happened, and is now taking the unusual step of seeking assistance among the clientele of the Dunn Wright Inn. Discretion will be essential.

Game System

Pathfinder 1e
  1. What's new in this game
  2. Agitha has things like hex that will grow with time. Rangers don't have anything like that; they get weapons, and small weapon damage is an issue that never really goes away. Alchemical items work at lower levels, but even at this level, they start to lose their effectiveness because their damage is static or their DCs are low; they are a temporary fix at best for a problem inherent in the build. They eventually get a few spells, but getting enough spells for them to be really impactful comes later, just as more feats does. I am looking at a character that doesn't even really fully function until level 6 or 7, and that is basic functionality. In order to make the concept really work at even mid levels, I would have to change the base class and focus on a single thing, and that is a complete rework of the chararcter.
  3. Why is damage important? Astril can fill a different role than damage. Agitha certainly sucks as far as damage goes, but I don't see her as a failure. Heck, that hex has saved our butts a lot of damage. At our level and with his dex, he should be sporting some niche weapons like tanglefoot bags and alchemist flasks for combat, particularly since consumables are refreshed every level. There are some interesting alchemical weapons out there to try out.
  4. I am going to have to pull out of the game and ask that you treat Ashril like an NPC; I have tried to get back into the game as things have settled down and I just can't. Ashril is not working functionally as a character, and I don't know how to fix it. The small weapon damage means that any DR makes him unreliable on the damage front, and the number of feats to really be competent (not even really good, just competent) in either mounted combat or archery, let alone both, is just too much. At some point, I may revisit him and get him at least functional, but everything I've seen that does that requires significant changes to the character and character concept, something I have neither time nor energy to deal with right now.
  5. Raphael Statblock Male CG Human Oracle, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 10/23, [B]Speed[/B] 20 [B]AC[/B] 18, [B]Touch[/B] 15, [B]Flat-footed[/B] 14, [B]CMD[/b] 17, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 4, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B] Quarterstaff [/B] +1 (1d6, x2) [B] Dagger [/B] +1 (1d4, x2) [B] Studded Leather[/B] (+3 Armor, +4 Dex) [B]Abilities[/B] Str 10, Dex 10, Con 13, Int 14, Wis 12, Cha 18 [B]Condition[/B] None Revelation: Brain Drain - 1x/Day, Will Save Single Target, 3d4 Damage and then can Full Round to pull info from target mind via Knowledge Skill Check for CHA rounds+1 Revelation: Focused Trance - CHA/Day, 1d6 rounds time for +20 to knowledge check Revelation: Sidestep Secret - CHA replaces DEX for AC Condition: 10/23 HP, Deafened for 3 Rounds Freese reeled under the screaming noise of the plant creature, deafened and bleeding from his ears. Somehow he found the will to keep chanting in spite of the pain, and he muddled through the rest of the incantation without stumbling over it, finishing the summoning of a creature to aid them. What emerged out of thin air was a brightly colored blue frog, small in size but clearly dangerous due to its coloring. the thing croaked once with a noise Raph couldn't hear, then leapt at the lilypad plant monster and tried to bite it. The small animal succeeded, causing little damage but threatening the plant with its venemous nature... Meanwhile, the hurting Freese dug into his belongings and pulled out a scroll, calling upon the power in it to heal himself of his wounds. To the healer's aggravation, he stumbled over the phrasing and the scroll didn't activate, its healing potential denied to him. From Last Round: Freese finishes casting Summon Monster 1, he passes the deafness check. Standard: Freese uses a Scroll of CLW on himself. He fails this Deafened check. No healing takes place. Frog: Leaps for the Lilypad monster (Go big jump!) and bites it successfully. 1 damage and the Lilypad critter must make a DC 10 Fortitude Save or it is poisoned for 6 rounds, taking 1d2 CON damage each round. Move: Freese pulls back further down the bridge so his comrades can come closer to the threat. Say, 3 squares southerly.
  6. No need. She has a +7 (with a +2 bonus from her saddle) and cannot fail a DC 5 check. The Gecko bolts and Agitha is not trying to control it. That leaves the DC 15 ride check for a soft fall which I added to the post.
  7. in response to your recent query about Ride checks, I would suggest the following sequence of rolls to resolve your complex situation: 1) Roll a Ride check vs DC 5 (!) immediately, to determine whether you stay in the saddle while the gecko is panicking (and while you yourself have just taken damage). This should be doable unless you roll a 1. 1a) If the worst happens (you fail the above roll) and you do fall off there and then, please roll another Ride check vs DC 15 to check whether you successfully execute a soft fall onto the bridge. If you make this check, then all is well and you are standing on the bridge in square U41. If you do end up failing your soft fall roll, before anything else, please first roll a Balance check (DC 11) to see whether you remain on the footbridge (in square U41) while the gecko hightails it back to land. If you fail that check, please roll 1d6, where 1-3 implies you roll off the bridge into the water to the LEFT of the bridge (squares T40, U40 and T41 respectively), and 4-6 implies you fall into the water to the RIGHT of the bridge (V41, U42, V42, as per the map). Needless to say, the water on the right-hand side of the bridge is currently a more hazardous place. 1b) If you fail your soft fall Ride check, but save the Balance check, you end up prone in square U41 while taking 1d2 damage (since you don't have a huge distance to fall and the surface is wood, not stone. But at least you won't be in the water!). 2) Based on your post, the gecko bolts back down the bridge, implying you are not rolling a second Ride check (DC 20) to control your mount in battle. Please confirm whether this is the case. NB: I am assuming here that the gecko was not trained for battle - please confirm. 3) Assuming none of the above has resulted in serious problems, once the gecko has traveled 20ft down the bridge towards land, please roll a DC15 Ride check to safely dismount, as per your intent. Please advise if this makes sense, and amend your post accordingly if all this sounds reasonable.
  8. Belyr's Status Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 20/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2 MW Scimitar +6 (1d6+4, 18-20/x2) MW Breastplate (+6 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13 Condition Longstrider (+10 to movement speed) Aid (+1 to hit and vs Fear) 2+0/3+1 Domain Level 1 Spells Available 2+0/2+1 Domain Level 2 Spells Available Belyr Cooper "Damn it! Make way!" yells Belyr as he does his best to shuffle across the bridge and past Bill to slash at the vicious vine again! Mechanics Move to V40 and attack.
  9. Agitha is severely pummeled by the sounds as is her untrustworthy mount which bolts. "Oh oh!" she screams, as she is carried off 20' before she falls off the creature. Unperturbed (well, only a little perturbed), she continues to cackle after standing up. Stats F N/N Ratfolk Witch, Level 3, Init 3, Speed 20 Abilities Str 8, Dex 16, Con 13, Int 17, Wis 10, Cha 14 HP 20/20 AC 19, Touch 14, Flat-footed 16 10 +4 Mage Armor, +3 Dex, +1 Size, +1 Deflect CMD 12 Fort 4, Ref 4, Will 3 Attacks, Base Attack Bonus 1 Dagger 1 (1d4-1, x2) Ray of Enfeeblement (1d6+1 STR, 1 rd/lvl, ) Condition None Loot
  10. Combat, round 3 Ashril fires another arrow at the fanged lilypads, but this one misses, hitting the water and sinking to the depths without coming close to hitting the thing. Raph attempts to summon an ally combatant, and concentrates on that. Belyr strikes at the creature, but misses. Agitha, cackling wildlly, by now strongly suspects that the creature is now under the effect of her Misfortune hex. The plant creature, meanwhile, changes its tactics. Instead of continuing to attack the creatures in front of it, it dives underneath the footbridge, provoking an attack of opportunity from Belyr, who is successful in chopping off one of its leaves. It resurfaces on the other side of the bridge, between Bill and Agitha, then opens up the central maw and emits a blood-curdling scream that lingers in the ears of all that hear it. Bill is badly affected, blood starting to run down one ear, and shows signs of beginning to panic. Combat information Notes: , : Please roll a DC14 Fortitude save to mitigate the effects of the kawa akago's blood-curdling scream on yourselves and the gecko, which upon a fail, bestows 12 pts of sonic damage + causes deafness for 3 rounds to all who hear it within 20 ft of the kawa akago. If you save successfully, the damage is halved and the deafness duration is reduced to 1 round. , Bill failed his save, which means he is now deafened for 3 rounds and has just sustained a significant injury. Up to you how you wish to play his and Ashril's response to that? Initiative order: Ashril: 25 Raph: 23 Belyr: 21 kawa akago: 23 -> dropping to 21 to match Belyr's initiative Agitha: 21 Conditions: Ashril: kawa akago: 9/? dmg Raph: Belyr: under Protective Luck hex; Longstrider (lasts 3 hours) Agitha:
  11. Raphael Statblock Male CG Human Oracle, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 22/23, [B]Speed[/B] 20 [B]AC[/B] 18, [B]Touch[/B] 15, [B]Flat-footed[/B] 14, [B]CMD[/b] 17, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 4, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B] Quarterstaff [/B] +1 (1d6, x2) [B] Dagger [/B] +1 (1d4, x2) [B] Studded Leather[/B] (+3 Armor, +4 Dex) [B]Abilities[/B] Str 10, Dex 10, Con 13, Int 14, Wis 12, Cha 18 [B]Condition[/B] None Revelation: Brain Drain - 1x/Day, Will Save Single Target, 3d4 Damage and then can Full Round to pull info from target mind via Knowledge Skill Check for CHA rounds+1 Revelation: Focused Trance - CHA/Day, 1d6 rounds time for +20 to knowledge check Revelation: Sidestep Secret - CHA replaces DEX for AC Freese nodded, recalling a detail that he quickly yelled to the others about not letting the new monster scream at them. And then he decided that they could use a bit of reinforcement, since he would be next to useless in fighting in a swamp like this... "Keep it occupied! I'm summoning help!" The young man shouted, and then he immediately went to work on casting a spell of conjuration. Freese begins to cast Summon Monster 1- He will cause a Celestial Poison Frog to join the fight at the start of his next turn.
  12. Apologies, I will be traveling from today (Friday) until Friday next week, inclusive. I may not be able to post much during this time.
  13. Belyr's Status Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 20/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2 MW Scimitar +6 (1d6+4, 18-20/x2) MW Breastplate (+6 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13 Condition Longstrider (+10 to movement speed) Aid (+1 to hit and vs Fear) 2+0/3+1 Domain Level 1 Spells Available 2+0/2+1 Domain Level 2 Spells Available Belyr Cooper "Callisto, return to me your good fortune!" prays Belyr out loud as he strikes again at the plant-creature! Mechanics I see no reasonable way to flank, especially as we don't know how deep the water is...
  14. The map looks totally different from the last time I viewed it. Belyr is much further from the shore now. In any case I am happy with where Agitha is now (U 41).
  15. Combat, round 2 Ashril hustles along the rickety wooden bridge to reach the island and attack this new vegetable menace. As he attempts to slip past Belyr and regain solid footing, one of the spiny leaves reaches out from the water and attempts to grab his leg. It is unfortunately highly successful, and Ashril feels a burning sensation start around the painful bite, but manages to shrug it off. He recalls hearing about these creatures before: called kawa akago, they haunt lakes and ponds and attempt to drag victims down into the water with them. Their bite causes affected victims to try and immerse themselves in water to make the burning stop. Undeterred, Ashril fires an arrow at the thing from mere feet away; the arrow pierces one of the creature's leaves and disappears down into the dark depths of the pond. Raph, hanging back, shifts into a defensive stance with his quarterstaff while attempting to recall potentially useful information about this kind of creature and, importantly, how to go about killing it. He recalls something about these creature being able to damage their foes by emitting a harmful wailing sound, but the details escape him for the moment Belyr feels he has the measure of this creature and slashes down at it with his scimitar, but the strike misses badly with the blade briefly embedding itself in one of the support posts holding up the bridge. Sensing an opening, the creature sends two fanged lilypad-like leaves up to grab the feet of first Belyr, then Ashril. It misses Belyr, but Ashril is once again hit with a painful bite. Thankfully, the effects of the poisonous bite once again fail to take hold. The creature then shifts slightly away from the island alongside the rickety wooden bridge. Agitha hangs back and attempts to maintain one hex while casting another. She believes she was successful, but will have to wait and see what the creature does next before knowing for sure. Combat information Notes: since we do not use 'Critical Fumble' rules (although happy to instigate this in future games!) no harm comes from Belyr's rolling a 1, just an amusing brief visual of him having to wrench his blade back out of the submerged wooden post. Initiative order: Ashril: 25 Raph: 23 Belyr: 21 kawa akago: 23 -> dropping to 21 to match Belyr's initiative Agitha: 21 Conditions: Ashril: kawa akago: 5/? dmg Raph: Belyr: under Protective Luck hex; Longstrider (lasts 3 hours) Agitha:
  16. I can do that (we're then talking about grid square Q-46, correct?) but I just realized why I was so confused about Agitha's movement - I had forgotten the gecko had a 40ft move. My concern through all this was that, with Belyr under the influence of Longstrider, Agitha might not be able to keep up from the positions they both started in, although I am happy to tweak that given that combat started with the party becoming aware of the hazard at a safe distance. But that issue goes away once the movement of the gecko is taken into account. Apologies for the confusion - Agitha will definitely be able to reach a point within 30 ft of Belyr. Unless you do wish her to be placed at Q-46 as per above? Please let me know either way, I will amend the map accordingly in my next update. Given that hexes take a standard action to cast, and cackling represents a move action, Agitha can't do anything else this round. So, in the previous round, she would have had to get herself into a position within 30ft of Belyr for this to work.
  17. Ashril Swiftstride, halfling ranger Ashril moves up and takes advantage of his smaller size to squeeze past Belyr and attack the plant creature. Bill will move up behind Belyr and try to distract it while also keeping it pinned so that the softer folks behind him are not bothered directly. Actions Ashril moves to W-35, shoots his bow; creature will probably get an aoo Bill moves to V-37,8, aids another to improve Belyr's AC Ministats AC: 20 (Touch 13, Flatfooted 15) (Size +1, Dex +3, Armor +5, Shield +1) HP: 37/37 Initiative: +5 Perception : +11 Sense Motive: +2 CMB: +2 CMD: 15 Fort: +7 Reflex: +8 Will: +4 *+2 vs fear Current Weapon in Hand: Bow Current Conditions in Place: Spells (CL 1) 1st level (1/day): Longstrider Potions: Cat's Grace (2), Cure Light Wounds (2) AC: 15 (Touch 13, Flatfooted 12) (Dex +3, Nat Armor +2) HP: 22/22 Perception : +7 CMB: +4 CMD: 17 *+4 vs trip Fort: +7 Reflex: +6 Will: +2 Current Weapon in Hand: Hooves (x2) (+4, 1d3+3) Qualities: Low-light Vision, Scent, Endurance, Run Tricks: Combat Training (Attack, Come, Defend, Down, Guard, Heel), Aid Animal Companion Buffs: Link, Share Spell Current Conditions in Place:
  18. Agitha is still not within 30'. Could you put her on shore right before the pathway across the water begins?
  19. Map is fixed - please let me know if this changes matters.
  20. Agitha should be within 30' of Belyr, right? She appears to be further than that and she was keeping close enough to maintain the fortune hex while they were traversing the bridge..
  21. Wow, sorry about leaving out the map! I have now amended my earlier post so that the updated map is included. Please feel free to amend your posts if this makes any difference. Also, many thanks for your continued interest and patience. These last few months have been very busy and at times extremely stressful, and I am having trouble finding the time and focus to return to this game more than once or twice a week, so your continued support is greatly appreciated!
  22. Belyr's Status Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 20/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2 MW Scimitar +6 (1d6+4, 18-20/x2) MW Breastplate (+6 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13 Condition Longstrider (+10 to movement speed) Aid (+1 to hit and vs Fear) 2+0/3+1 Domain Level 1 Spells Available 2+0/2+1 Domain Level 2 Spells Available Belyr Cooper "It was only a scratch, but it burns!" responds Belyr as he steps around to make room for his allies and fails to strike the plant with his scimitar. "I'll be fine, but watch yourselves!" Mechanics Belyr had 6 temporary HPs before the hit and only took 8 damage, so he's doing alright for now. I'm assuming the attack left the plant within reach to attack it back. Belyr will use 5-ft steps to try and get into a flanking position, if possible. Without a map I'm not sure, so I will leave it up to the DM to manage, . Ugh...natural 1 on the roll to hit...
  23. Agitha gasps in surprise, even though she was expecting the attack. Why, she wondered, are all the animate plants so nasty? Even though Belyr is already protected by a charm, she doubles down and attempts to afflict the creature with a DC 14 Misfortune hex between twitters to maintain the fortune hex on Belyr.. "Oh, dear, Belyr could use some healing!" Stats F N/N Ratfolk Witch, Level 3, Init 3, Speed 20 Abilities Str 8, Dex 16, Con 13, Int 17, Wis 10, Cha 14 HP 20/20 AC 19, Touch 14, Flat-footed 16 10 +4 Mage Armor, +3 Dex, +1 Size, +1 Deflect CMD 12 Fort 4, Ref 4, Will 3 Attacks, Base Attack Bonus 1 Dagger 1 (1d4-1, x2) Ray of Enfeeblement (1d6+1 STR, 1 rd/lvl, ) Condition None Loot
  24. Pre-combat Agitha hustles up to where Belyr and Ashril are to cast her protective hex on the cleric. Belyr then employs some magic of his own and forges ahead towards the largest island, with Ashril leading Bill onto the bridge behind him. Raph brings up the rear, squinting suspiciously at every patch of lilypads following Belyr's revelations. Agitha seemingly will have her work cut out for her to remain within 30 ft of the cleric to maintain her hex. As Belyr approaches the island, he suddenly observes the suspicious lilypads moving purposefully towards him along the shore. Then, as he is about to step off the bridge, the water beside him explodes as two pads, covered in vicious spines, erupt and attempt to take chunks out of him! The first one fails, thanks to Agitha's hex, but the second pad connects and starts gnawing at Belyr's leg. The cleric suddenly experiences an intense burning sensation, akin to being buried under posion ivy, and struggles to keep things under control. Combat information Notes: The creature moved 5 ft and executed a full attack. please roll a Fortitude save (DC14) to avoid becoming sickened (–2 penalty on all attack rolls, weapon damage rolls, , skill checks, and ability checks) for 1 minute (10 rounds). Initiative order: Ashril: 25 ?????: 23 -> dropping to 21 to match Belyr's initiative Raph: 23 Belyr: 21 Agitha: 21 Conditions: Ashril: ?????: Raph: Belyr: under Protective Luck hex; Longstrider (lasts 3 hours) Agitha:
  25. Belyr's Status Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 22+6/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2 MW Scimitar +6 (1d6+4, 18-20/x2) MW Breastplate (+6 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13 Condition Longstrider (+10 to movement speed) Aid (+1 to hit and vs Fear, + some temporary HPs - included above) 2+0/3+1 Domain Level 1 Spells Available 2+0/2+1 Domain Level 2 Spells Available Belyr Cooper "It doesn't know we've seen it. Move forward carefully and prepare yourselves for battle," says Belyr as he continues to move forward a bit more quickly. Mechanics Standard action to cast Longstrider and then move action to continue down the bridge to about V36.
  26. My life is busy busy busy lately. I'm not upset at the slower pace of posts, as long as we keep coming back and slowly but surely move forward.
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