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+2
Chirs2
Robyo
6 posters

    Pt. 6: Mountain of Doom

    MAS
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue60/112Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (60/112)
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  MAS Wed Jun 04, 2014 6:52 am

    Well then - If you dont mind me re-tasking....JH will attempt to drag Oli to shore with him.

    What roll is required?
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  Robyo Wed Jun 04, 2014 6:02 pm

    MAS wrote:Well then - If you dont mind me re-tasking....JH will attempt to drag Oli to shore with him.

    What roll is required?

    No problem. JH's Swim check was high enough, that with a -5 penalty from carrying Oli, he could still make it to shore. Spend a Standard action to grab the wizard and you're good.
    MAS
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue60/112Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (60/112)
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  MAS Wed Jun 04, 2014 6:17 pm

    Sounds like a full round, JH drags Oli to shore.

    Turn over.
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  Robyo Wed Jun 04, 2014 6:54 pm

    Round 2: +1

    Initiative:
    1) Old Bill
    2) Virgil
    3) Neraka
    4) Oli (+ergos)
    5) Klandor/Vyrm
    6) Banditos
    7) Navajos
    8 ) Monk
    9) JH

    Old Bill turns to fire twice at the bandit at AA-12. First shot is a hit and the second is a miss. The gunman grimaces, but is still standing. Bills' canoe floats backwards. Bob tries to keep control, putting his canoeing skills to the test.

    [Only admins are allowed to see this image]" />

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    Virgil is up.


    Chirs2
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    Post  Chirs2 Thu Jun 05, 2014 12:41 am

    Nice save, JH!

    Does Virgil have LOS to M-21? (he fired on me, right?)

    what about LOS to G-16?  (injured by fireball?)

    any penalties for cover or anything I should know about?

    Swift action - Eldritch Hunter Lore on the guy at M-21 to determine any vulnerabilities

    Arcana DC 15

    Roll(1d20)+13:
    9,+13
    Total:22
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Pt. 6: Mountain of Doom - Page 4 Empty Re: Pt. 6: Mountain of Doom

    Post  Robyo Thu Jun 05, 2014 7:24 am

    Chirs2 wrote:Nice save, JH!

    Does Virgil have LOS to M-21? (he fired on me, right?)

    what about LOS to G-16?  (injured by fireball?)

    any penalties for cover or anything I should know about?

    Swift action - Eldritch Hunter Lore on the guy at M-21 to determine any vulnerabilities

    Arcana DC 15

    Roll(1d20)+13:
    9,+13
    Total:22

    The guy at M-21 fired at Virgil, but I figured Virgil was ducking behind the boulder, and so he was Covered (90% miss), thus it was a miss. Virgil can currently see the guy, but there's still large boulders in the way. If Virgil sticks his head up, the guy will only be Concealed (50% miss chance). If Virgil steps out from behind the boulder, he should have a clear LOS.

    Eldritch Lore yields no special weakness.

    Virgil can see the guy at G-16 clearly, without penalty.
    Chirs2
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    Post  Chirs2 Thu Jun 05, 2014 8:42 am

    ok, that helps, thanks!

    Virgil will use a move action to step out from the boulder.  If possible, preserving both LOSs, Virgil would step south\down, but that is off the map, so I can't see the terrain.  If not, any direction to preserve LOS is fine.

    Virgil barks at the injuns on the beach, "Find some cover!"

    Hustle (-1 vit) to use Gun Magic for Shocking Grasp (-2 vit) and take 2 Rapid Shots, 1st at the bandit at M-21, 2nd at injured G-16

    +1 Escalation, +1 Grit 1st shot, +18 to hit

    1st shot at M-21
    Roll(1d20)+20:
    15,+20
    Total:35

    if that hits, damage:
    Roll(2d10)+14:
    7,10,+14
    Total:31
    +9 if EVIL alignment

    Shocking Grasp vs Fort
    Roll(1d20)+20:
    6,+20
    Total:26

    if that hits, damage + DAZE
    Roll(5d6)+1:
    2,6,1,6,4,+1
    Total:20
    +9 if EVIL (?)

    2nd shot vs G-16 across the river
    Roll(1d20)+19:
    11,+19
    Total:30

    if that hits, damage
    Roll(2d10)+14:
    5,5,+14
    Total:24
    +9 if EVIL


    vitality 44\50
    grit 4\5
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  Robyo Thu Jun 05, 2014 11:16 am

    Virgil steps away from the boulder (south) and makes two successful shots. The guy at M-21 is injured and dazed. The guy at G-16 is dead.


    Neraka is up.
    whit10
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue1/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (1/0)
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    Pt. 6: Mountain of Doom - Page 4 Empty Re: Pt. 6: Mountain of Doom

    Post  whit10 Thu Jun 05, 2014 12:59 pm

    Who is directly across the stream (I think it would be south) from where Neraka is right now?
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  Robyo Thu Jun 05, 2014 4:47 pm

    whit10 wrote:Who is directly across the stream (I think it would be south) from where Neraka is right now?

    Can you see the map images? The last one shows it: Oli, JH, Candy, and two baddies.
    whit10
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue19/19Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (19/19)
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue1/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (1/0)
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    Post  whit10 Thu Jun 05, 2014 5:24 pm

    Well, I'm still not quite sure who is who with the character markers. It looks like the guy with the rifle is a baddie so....

    Athletics check to jump over the river and land next to him. I believe that's a 35 DC.

    Athletics check:

    Roll(1d20)+23:
    13,+23
    Total:36

    Attacks on the baddie:

    Bite:
    Roll(1d20)+13:
    14,+13
    Total:27

    If hits, damage:

    Roll(4d6)+6:
    6,2,1,6,+6
    Total:21

    Claw:

    Roll(1d20)+13:
    9,+13
    Total:22

    If hits:

    Roll(4d6)+6:
    4,6,4,5,+6
    Total:25
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  Robyo Thu Jun 05, 2014 10:00 pm

    whit10 wrote:Well, I'm still not quite sure who is who with the character markers.  It looks like the guy with the rifle is a baddie so....

    Athletics check to jump over the river and land next to him.  I believe that's a 35 DC.

    Athletics check:  

    Roll(1d20)+23:
    13,+23
    Total:36

    Attacks on the baddie:

    Bite:  
    Roll(1d20)+13:
    14,+13
    Total:27

    If hits, damage:

    Roll(4d6)+6:
    6,2,1,6,+6
    Total:21

    Claw:

    Roll(1d20)+13:
    9,+13
    Total:22

    If hits:

    Roll(4d6)+6:
    4,6,4,5,+6
    Total:25

    Standing long-jump adds +10 to the DC. I think Neraka can make it across the river, but not right up next to the guy. Spend a Fairth point to gain an extra move and jump up to the boulder next to the gunman.

    Neraka's attack/damage looks good. If Neraka spends the FP, he can kill the dude with a claw & bite attack. Old Bill already shot him once.


    While waiting for Josh's response...

    Oli is up.
    navyik
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  navyik Thu Jun 05, 2014 11:23 pm

    Oli gets ray out of the bag. "Start blasting 'em candy!"
    Oli attempts to reconstruct an old swim spell he read about. Student of the weave 79%. Roll is 89%. Fail.

    "W...well dad g...gum it all! We've gota get those people out of the w...water!" Oli shouts looking into the river for stormcrow.
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue68/68Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (68/68)
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  navyik Fri Jun 06, 2014 12:35 am

    In addition to adjacent post: can jay and bob function under water? If so oli will direct them to abandon ship to search and rescue.
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue1/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (1/0)
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    Post  whit10 Fri Jun 06, 2014 2:02 am

    screw it, FP spent.
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  Robyo Fri Jun 06, 2014 6:18 am

    Candy opens up on the guy at V-14, blasting his square with a canon fire. The guy is hurt but still alive.

    navyik wrote:In addition to adjacent post: can jay and bob function under water?  If so oli will direct them to abandon ship to search and rescue.

    Good question. The ergos have Endure Elements and Construct Traits, so they don't need to breathe, and they're at least water-resistant. Probably not fully water-proof, and certainly not built for underwater searches, but they can try.

    Bob and Jay will try to move towards Stormcrow's position, if that's what Oli wants. They are currently still in boats, however. Ray is currently unfolding and will be useful next round.

    *Note: Stormcrow's canoe was at least 80' or more ahead of Oli, and around the bend when she got dynamited, so it's questionable that Oli actually saw what became of her. But hey, it's just a game, so it's all good. We'll say he knows the situation.
    Chirs2
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    Post  Chirs2 Fri Jun 06, 2014 10:22 am

    Robyo wrote:

    *Note: Stormcrow's canoe was at least 80' or more ahead of Oli, and around the bend when she got dynamited, so it's questionable that Oli actually saw what became of her. But hey, it's just a game, so it's all good. We'll say he knows the situation.

     affraid  but the bodies (or at least parts of them) should be floating down stream towards the ergos, unless they get hung up underwater on a branch or rock or something.  maybe the ergos can just put a net across the river and catch the pieces?  scratch 
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Pt. 6: Mountain of Doom - Page 4 Empty Re: Pt. 6: Mountain of Doom

    Post  Robyo Fri Jun 06, 2014 1:48 pm

    Chirs2 wrote:
    Robyo wrote:

    *Note: Stormcrow's canoe was at least 80' or more ahead of Oli, and around the bend when she got dynamited, so it's questionable that Oli actually saw what became of her. But hey, it's just a game, so it's all good. We'll say he knows the situation.

     affraid   but the bodies (or at least parts of them) should be floating down stream towards the ergos, unless they get hung up underwater on a branch or rock or something.  maybe the ergos can just put a net across the river and catch the pieces?   scratch 

    Well, only bits of blasted canoe, scraps of burlap sack, and charred jars of medicine are floating back downstream. No sign of a body as yet.
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Pt. 6: Mountain of Doom - Page 4 Empty Re: Pt. 6: Mountain of Doom

    Post  Robyo Fri Jun 06, 2014 11:20 pm

    Klandor climbs onto shore from his beached canoe. Vyrm scouts ahead and moves along the rocky river bank. The badger stops near the pile of boulders Monk stands on.


    Bandits:

    ~V-14 lobs a bundle of dynamite at the cluster of Candy Oli, JH, and sphere of Ray, all standing on the bank. Neraka stands at the edge of a 10'  boulder and is also within blast radius.
    22 vs Ref = 23 damage

    ~B-15 snipes at Northstar, still in his canoe.
    Both shots find their mark and the second bullet is a critical hit. The Navajo scout slumps over, dead.

    ~G-6 fires twice at Monk.
    1) 14 vs REF= 12 damage
    2) 12 vs REF = 17 damage

    ~J-11 fires twice at Virgil
    1) 23 vs REF = 15 damage
    2) 25 vs REF = 20 damage

    ~M-21 is Dazed and takes no action.

    ~M-3 fires twice at Monk.
    1) Crit! = 26 damage
    2) Fumble!


    Navajos:
    Splashing up from the middle of the river, it's Stormcrow! She finally passed her Swim check and made it up to the surface. She gasps for air and reaches a bloody arm towards Chooli's canoe, floating nearby.

    ~ Kai disembarks and runs over and chucks a spear into M-21 sniper.

    ~Niyol pretty much does the same thing. The bandit has now two spears sticking out of him. He topples off the boulder, dead.

    ~Warpath manages to pilot his craft to the bank.

    ~Yiska also steers her canoe and beaches on the bank. Jay can climb on shore next round.


    [Only admins are allowed to see this image]" />

    [Only admins are allowed to see this image]" />

    [Only admins are allowed to see this image]" />


    Monk is up.
    Arcturus2
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    Post  Arcturus2 Fri Jun 06, 2014 11:50 pm

    Monk evades the first attack from the bandit in G-6. (Deflect Arrows). Second gets him.

    Monk narrowly evades the Crit from the Bandit in M-3. (Amazing  Dodge)

    Monk uses his move action to jump from the top of the rock to P-8. He is unharmed from the jump due to the natural grace imbued in him by  his half-demon feline heritage. (Cat Fall)

    He uses his standard action to recover 4d6 vitality (Second Wind)

    With DR applied, his Vitality was at 20.

    Second wind: 4d6  (5,2,6,4)=17

    Monk is at 37 vitality, and coming for blood next round.

    CORRECTION: Amazing Dodge Costs 5 vitality. Monk is at 32.
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Pt. 6: Mountain of Doom - Page 4 Empty Re: Pt. 6: Mountain of Doom

    Post  Robyo Sat Jun 07, 2014 12:12 am

    At position P-8, Monk will have concealment by the trees and shrubs, except for dude J-11, who has LOS.


    JH is up.
    Chirs2
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    Post  Chirs2 Sat Jun 07, 2014 1:12 am

    Great use of defensive abilities, Monk!

    Robyo wrote:
    ~J-11 fires twice at Virgil
    1) 23 vs REF = 15 damage
    2) 25 vs REF = 20 damage

    miss and miss! Virgil's REF is 26  Cool 

    His Dex went up to 22 at 9th
    Robyo
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Pt. 6: Mountain of Doom - Page 4 Empty Re: Pt. 6: Mountain of Doom

    Post  Robyo Sat Jun 07, 2014 7:11 am

    I only list attack and damage because it's easier, since the forum is sl[Only admins are allowed to see this link]  I have no interest in keeping track of any of your characters' buffs with magic items, abilities, etc.


    JH is up.
    Chirs2
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    Post  Chirs2 Sat Jun 07, 2014 10:36 am

    Robyo wrote:I only list attack and damage because it's easier, since the forum is sl[Only admins are allowed to see this link]  I have no interest in keeping track of any of your characters' buffs with magic items, abilities, etc.

    sure, just like we do as PCs. I was just reporting the results
    Arcturus2
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    Post  Arcturus2 Sat Jun 07, 2014 10:40 am

    Chirs2 wrote:Great use of defensive abilities, Monk!

    Robyo wrote:
    ~J-11 fires twice at Virgil
    1) 23 vs REF = 15 damage
    2) 25 vs REF = 20 damage

    miss and miss!  Virgil's REF is 26  Cool

     His Dex went up to 22 at 9th

    Wait a minute.... I just looked at the bandit's attacks, and the first guy missed Monk by a long shot. So I pretty much wasted my turn by not looking at the ATTACK roll from the guy in G-6. Oh well. Monk is actually at 49 vitality.
    MAS
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    Pt. 6: Mountain of Doom - Page 4 Left_bar_bleue0/0Pt. 6: Mountain of Doom - Page 4 Empty_bar_bleue  (0/0)
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    Post  MAS Sat Jun 07, 2014 11:23 am

    Is the dynamite attack "fire damage" ?
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    Post  Robyo Sat Jun 07, 2014 4:51 pm

    MAS wrote:Is the dynamite attack "fire damage" ?

    Well it's not cold damage!  tongue 
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    Post  Robyo Sat Jun 07, 2014 10:17 pm

    Robyo wrote:
    MAS wrote:Is the dynamite attack "fire damage" ?

    Well it's not cold damage!  tongue 

    Okay, okay, I'm a smartass sometimes.


    And JH is up...
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    Post  MAS Sat Jun 07, 2014 10:53 pm

    Robyo wrote:
    Robyo wrote:
    MAS wrote:Is the dynamite attack "fire damage" ?

    Well it's not cold damage!  tongue 

    Okay, okay, I'm a smartass sometimes.


    And JH is up...

    LOL !

    JH takes 15 vit damage from the dynomite (8 DR against fire).

    Is that a bad guy at V-14?
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    Post  navyik Sat Jun 07, 2014 10:55 pm

    The baddies have orange bases it appears...
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    Post  MAS Sat Jun 07, 2014 11:11 pm

    navyik wrote:The baddies have orange bases it appears...

    I believe so - just confirming.
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    Post  Robyo Sun Jun 08, 2014 12:22 am

    MAS wrote:Is that a bad guy at V-14?

    Aye, he's the bastard that tossed dynamite at JH and his buddies.
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    Post  MAS Sun Jun 08, 2014 10:28 pm

    Robyo wrote:
    MAS wrote:Is that a bad guy at V-14?

    Aye, he's the bastard that tossed dynamite at JH and his buddies.

    Standard action: Drink potion "Enlarge" grow 1 size category for 5 minutes. A larger size
    doubles height, applies a -2 penalty to Reflex, a +2 bonus to damage
    rolls, a +5 bonus to Athletics checks, +3 wound points, +10 ft
    speed, a +5 bonus to resist Bull Rush, Grapple, and Trip attacks, a -5
    penalty to Stealth checks, and a 8x weight increase

    Move action: Run to X 17

    Swift action: Greater Rage

    Turn ends.
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    Post  Robyo Mon Jun 09, 2014 6:21 am

    MAS wrote:Standard action: Drink potion "Enlarge" grow 1 size category for 5 minutes. A larger size
    doubles height, applies a -2 penalty to Reflex, a +2 bonus to damage
    rolls, a +5 bonus to Athletics checks, +3 wound points, +10 ft
    speed, a +5 bonus to resist Bull Rush, Grapple, and Trip attacks, a -5
    penalty to Stealth checks, and a 8x weight increase

    Move action: Run to X 17

    Swift action: Greater Rage

    Turn ends.

    No fighty fighty the dyno tosser?

    Okay, JH is large-sized and runs into the thicket. He gains concealment from the cover of brush and trees.
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    Post  Robyo Mon Jun 09, 2014 6:47 am

    Round 3: +2

    Old Bill and Bob paddle their canoe to the river bank, along-side Klandor's. Bill's been shot, but he's a tough old coot and still kicking.


    Virgil is up.
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    Post  MAS Mon Jun 09, 2014 8:48 am



    No fighty fighty the dyno tosser?

    Okay, JH is large-sized and runs into the thicket. He gains concealment from the cover of brush and trees.

    Didnt have enough actions to attack this round!
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    Post  Chirs2 Mon Jun 09, 2014 11:38 am

    Virgil gained back +1 grit from killing the bandit at G-16

    Virgil will again "Bring the Thunder" and activate Gun Magic for Shocking Grasp (-2vit)

    1st shot at B-15 that just killed one of our buddies (I assume I have LOS, it looks clear, if not let me know)

    Grit +1, escalation +2, vs REF

    Result of the throw of dice "1d20 +21" :

    8 + 21 = 29

    if that hits, damage
    Result of the throw of dice "2d10 +15" :

    1 + 2 + 15 = 18
    +9 if EVIL

    Shocking Grasp vs FORT
    Result of the throw of dice "1d20 +21" :

    15 + 21 = 36

    if that hits, damage
    Result of the throw of dice "5d6 +2" :

    2 + 4 + 6 + 1 + 1 + 2 = 16

    + DAZE

    2nd shot vs J-11 that shot at me, should be injured from fireball, vs REF
    Result of the throw of dice "1d20 +20" :

    9 + 20 = 29

    if that hits, damage
    Result of the throw of dice "2d10 +15" :

    2 + 3 + 15 = 20
    +9 if EVIL

    vit 42\50
    grit 4\5
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    Post  Robyo Mon Jun 09, 2014 6:10 pm

    I'd say Virgil has LOS on B-15, but not J-11, who is standing behind a pile of rather large boulders.

    If we apply both shots to B-15, they are both hits and he's killed.


    Neraka is up.
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    Post  Chirs2 Mon Jun 09, 2014 6:17 pm

    Robyo wrote:I'd say Virgil has LOS on B-15, but not J-11, who is standing behind a pile of rather large boulders.
    If we apply both shots to B-15, they are both hits and he's killed.
    Neraka is up.

    Virgil was just returning fire, I figured he had LOS, sorry. Is this a Cover issue - wouldn't the same boulders have also blocked his LOS?

    Robyo wrote:
    ~J-11 fires twice at Virgil
    1) 23 vs REF = 15 damage
    2) 25 vs REF = 20 damage

    If Virgil moved along the shore to his left, could he gain enough LOS around the boulders for a clean shot.
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    Post  Robyo Mon Jun 09, 2014 6:58 pm

    Chirs2 wrote:
    Robyo wrote:I'd say Virgil has LOS on B-15, but not J-11, who is standing behind a pile of rather large boulders.
    If we apply both shots to B-15, they are both hits and he's killed.
    Neraka is up.

    Virgil was just returning fire, I figured he had LOS, sorry.  Is this a Cover issue - wouldn't the same boulders have also blocked his LOS?

    Robyo wrote:
    ~J-11 fires twice at Virgil
    1) 23 vs REF = 15 damage
    2) 25 vs REF = 20 damage

    If Virgil moved along the shore to his left, could he gain enough LOS around the boulders for a clean shot.

    Yeah, just looked at the board and it's my mistake. The posted image isn't as clear, partially because the plastic overlay causes the light to reflect, I suppose. J-11 is definitely also standing on a boulder and can be seen.

    Anyways, Virgil has LOS to J-11 and that bandit takes a hit, but keeps standing. B-15 is also still alive, but dazed.

    Are you sure you're correctly calculating your attack roll with Shocking Grasp? It should be using intelligence (prime) as the modifier, for one thing.
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    Post  whit10 Mon Jun 09, 2014 7:32 pm

    dude that threw the dynamite is about to become hamburger

    Move over to him, both attacks:

    Bite:

    Roll(1d20)+14:
    19,+14
    Total:33

    Damage:

    Roll(4d6)+6:
    1,1,6,6,+6
    Total:20

    Claw:
    Roll(1d20)+14:
    15,+14
    Total:29

    Damage:

    Roll(4d6)+6:
    3,5,5,3,+6
    Total:22
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    Post  Chirs2 Mon Jun 09, 2014 8:48 pm

    Robyo wrote:
    Are you sure you're correctly calculating your attack roll with Shocking Grasp? It should be using intelligence (prime) as the modifier, for one thing.

    hmmm.... I am calculating it the same way I always have - the same as my rifle attack since it says:

    Gun Mage: As a move action, you briefly charge your held
    firearm with a basic magic ability you know that normally targets a
    single foe. If you hit, you discharge the magic ability’s effect in addition
    to other damage dealt.
    The target may be able to resist the magic
    ability, as usual.

    It doesn't say anything about using something besides my prime attribute, which is what everything in PF uses, as I understand it. You told me before that I need to make a second attack roll vs their Fort (which I have been doing), since that is what is used to resist Shocking Grasp.

    but, who knows? I could be doing it wrong  scratch 
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    Post  Robyo Tue Jun 10, 2014 7:45 am

    Neraka leaps to the other boulder where the already-injured dynamite wielder stands. The dire werewolf quickly eviscerates him.


    Oli is up.
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    Post  Robyo Tue Jun 10, 2014 7:54 am

    Chirs2 wrote:
    Robyo wrote:
    Are you sure you're correctly calculating your attack roll with Shocking Grasp? It should be using intelligence (prime) as the modifier, for one thing.

    hmmm.... I am calculating it the same way I always have - the same as my rifle attack since it says:

    Gun Mage: As a move action, you briefly charge your held
    firearm with a basic magic ability you know that normally targets a
    single foe. If you hit, you discharge the magic ability’s effect in addition
    to other damage dealt.
    The target may be able to resist the magic
    ability, as usual.

    It doesn't say anything about using something besides my prime attribute, which is what everything in PF uses, as I understand it.  You told me before that I need to make a second attack roll vs their Fort (which I have been doing), since that is what is used to resist Shocking Grasp.

    but, who knows? I could be doing it wrong  scratch 

    It's fine for now, I'm rolling it over in my head and may even ask the author about it. Remember, as a multiclassed character Virgil uses the prime attribute which corresponds to the ability he's using. You've discovered a nice loophole, since Shocking Grasp isn't a exactly a gunslinger ability, though Gun Mage is. You are rolling seperately for Fortitude (spell effects) so thank you, but I'm just not sure if you should be adding all your gunslinger bonuses to the spell attack roll. So I'm pondering it.

    And I must admit, spamming the same attack over and over is perfectly legal, but gets boring. Maybe I should make that attack once daily or once per encounter?

    We are of course playing Radiance, not PF.
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    Post  navyik Tue Jun 10, 2014 10:02 am

    I think the multiclassing rules for how combined abilities work may be a bit vague. That's why I have typically combined classes that share a prime attribute.
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    Post  Robyo Tue Jun 10, 2014 1:16 pm

    navyik wrote:I think the multiclassing rules for how combined abilities work may be a bit vague.  That's why I have typically combined classes that share a prime attribute.

    No doubt, that's the best way to do it. But it's fine if one doesn't. It just makes sense if one's prime abilities are their highest scores. Virgil is a gunslinger (DEX-based) MC'd with mageblade (INT-based), but his intelligence is only 12.


    Oli is up.
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    Post  navyik Tue Jun 10, 2014 1:34 pm

    "Ray, candy, take out the bandits furthest away.   I think I can take a closer one alive!"

    Fantastic machine, placing a supron Ergo on the other shore 30' from oli toward the bandit standing on the peninsula.  "Capture him, detain unharmed, take his manufactured weapons away."


    Last edited by navyik on Wed Jun 11, 2014 7:11 pm; edited 1 time in total
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    Post  Chirs2 Tue Jun 10, 2014 3:39 pm

    Shocking Grasp is not a Mage Blade ability, so it isn't a multi-class issue.  

    I don't see how my attack is any more boring than JH swinging a hammer every round.... or more boring than Neraka using the same claws\bite every round.... or more boring than Monk using the same flurry of blows, with divine fire (or whatever his 'every attack' special ability is called) every single round.

    Virgil has to use a move action and spend -2 vitality to make that attack - unlike the above examples, who can just keep attacking 'ad nauseum'

    This ability, for Gunslingers, seems to be intended for a small group of spells - Shocking Grasp (Daze), Fire Bolt (burning in 2nd round, instead of Daze), Animate Rope (which Virgil has and has tried to use once but has no effect vs a rifle or melee wpn), Pain Weapon (Daze, but less damage), Force Push (push back or knock prone, which I considered but it lacked any additional damage), Scare (only vs really low level), and Grease (which is just weak).  

    Of those, Shocking Grasp is clearly the best, with Fire Bolt, Force Push and Animate Rope coming in 2nd. The rest are pretty lame in comparison.  

    In order to do this combo, I had to buy Gun Magic (basic) + Gun Mage (Int.) + use 2 of my Theme abilities.   Gunslingers also have a built-in ability to learn any magical ability from any other class, which they can take up to twice. They can also pull magical abilities via Arcanist and Dilettante themes, which is what I did. They need the minimum Int to use the spell, but it doesn't say they use that classes Prime, they become GS abilities. It seems this was clearly the intention of the class, to be something of an "arcane archer" with a gun.

    If you decide to nerf it, which is entirely your call, then I will just reallocate all those abilities, since it isn't worth it for a 1\fight\day ability.

    I will just use my Adv Tier ability every round instead:

    Killing Shot: As a move action, the next foe struck by your
    firearm that round must resist using Reflex or be reduced to -1
    wounds and begins dying. Even if it successfully resists, it suffers the
    weapon’s normal damage. Costs 5 vitality.

    again, tied directly to my firearm shot, vs Ref, costs a Move action + some vitality, usable every round

    I don't mean that to sound like a bully or a threat, but just as an example that there are other Gunslinger options, that do far worse and are spammable.  GS, imo, are meant to be a "killer" class.  They lack any melee ability, are limited in magic, have only 1 good defense and limited skills (unless you multi-class, which I did).
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    Post  navyik Tue Jun 10, 2014 4:29 pm

    The system kind of sets you up to re-use the same spell over and over. Why wouldn't you use your best trick? Vitality spent is the tax, but a cheap one where players view vitality as a fast healing hit point system. I think that is why they try to make vitality healing difficult. Its a trade-off that sacrifices systemic complexity for broader variation.
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    Post  whit10 Tue Jun 10, 2014 5:03 pm

    ...or it just doesn't work that well. Just sayin'

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