What roll is required?
Search
Dice - http://dicelog.com
D20 SRD - http://www.d20srd.org/index.htm
Pathfinder SRD - http://paizo.com/pathfinderRPG/prd/
Modern SRD - http://www.d20moderndb.com/game-rules/d20-modern-srd
Pando - http://www.pando.com/
Dropbox - http://www.dropbox.com/
Open Office - http://www.openoffice.org/
+2
Chirs2
Robyo
6 posters
Pt. 6: Mountain of Doom
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°151
Re: Pt. 6: Mountain of Doom
Well then - If you dont mind me re-tasking....JH will attempt to drag Oli to shore with him.
What roll is required?
What roll is required?
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°152
Re: Pt. 6: Mountain of Doom
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- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°153
Re: Pt. 6: Mountain of Doom
Sounds like a full round, JH drags Oli to shore.
Turn over.
Turn over.
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°154
Re: Pt. 6: Mountain of Doom
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]" />
[Only admins are allowed to see this image]" />
[Only admins are allowed to see this image]" />
[Only admins are allowed to see this image]" />
Virgil is up.
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]" />
[Only admins are allowed to see this image]" />
[Only admins are allowed to see this image]" />
[Only admins are allowed to see this image]" />
Virgil is up.
Chirs2- Posts : 663
Join date : 2012-03-25
- Post n°155
Re: Pt. 6: Mountain of Doom
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
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- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°156
Re: Pt. 6: Mountain of Doom
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- Posts : 663
Join date : 2012-03-25
- Post n°157
Re: Pt. 6: Mountain of Doom
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
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- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°158
Re: Pt. 6: Mountain of Doom
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.
Neraka is up.
whit10- Posts : 6614
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°159
Re: Pt. 6: Mountain of Doom
Who is directly across the stream (I think it would be south) from where Neraka is right now?
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°160
Re: Pt. 6: Mountain of Doom
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- Posts : 6614
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°161
Re: Pt. 6: Mountain of Doom
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
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- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°162
Re: Pt. 6: Mountain of Doom
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- Posts : 5033
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°163
Re: Pt. 6: Mountain of Doom
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.
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.
navyik- Posts : 5033
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°164
Re: Pt. 6: Mountain of Doom
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.
whit10- Posts : 6614
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°165
Re: Pt. 6: Mountain of Doom
screw it, FP spent.
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°166
Re: Pt. 6: Mountain of Doom
Candy opens up on the guy at V-14, blasting his square with a canon fire. The guy is hurt but still alive.
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.
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- Posts : 663
Join date : 2012-03-25
- Post n°167
Re: Pt. 6: Mountain of Doom
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.
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?
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°168
Re: Pt. 6: Mountain of Doom
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.
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?
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- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°169
Re: Pt. 6: Mountain of Doom
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.
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- Posts : 523
Join date : 2014-03-12
- Post n°170
Re: Pt. 6: Mountain of Doom
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.
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- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°171
Re: Pt. 6: Mountain of Doom
At position P-8, Monk will have concealment by the trees and shrubs, except for dude J-11, who has LOS.
JH is up.
JH is up.
Chirs2- Posts : 663
Join date : 2012-03-25
- Post n°172
Re: Pt. 6: Mountain of Doom
Great use of defensive abilities, Monk!
miss and miss! Virgil's REF is 26
His Dex went up to 22 at 9th
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
His Dex went up to 22 at 9th
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°173
Re: Pt. 6: Mountain of Doom
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.
JH is up.
Chirs2- Posts : 663
Join date : 2012-03-25
- Post n°174
Re: Pt. 6: Mountain of Doom
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- Posts : 523
Join date : 2014-03-12
- Post n°175
Re: Pt. 6: Mountain of Doom
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
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- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°176
Re: Pt. 6: Mountain of Doom
Is the dynamite attack "fire damage" ?
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°177
Re: Pt. 6: Mountain of Doom
MAS wrote:Is the dynamite attack "fire damage" ?
Well it's not cold damage!
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°178
Re: Pt. 6: Mountain of Doom
Robyo wrote:MAS wrote:Is the dynamite attack "fire damage" ?
Well it's not cold damage!
Okay, okay, I'm a smartass sometimes.
And JH is up...
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°179
Re: Pt. 6: Mountain of Doom
Robyo wrote:Robyo wrote:MAS wrote:Is the dynamite attack "fire damage" ?
Well it's not cold damage!
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?
navyik- Posts : 5033
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°180
Re: Pt. 6: Mountain of Doom
The baddies have orange bases it appears...
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°181
Re: Pt. 6: Mountain of Doom
navyik wrote:The baddies have orange bases it appears...
I believe so - just confirming.
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°182
Re: Pt. 6: Mountain of Doom
MAS wrote:Is that a bad guy at V-14?
Aye, he's the bastard that tossed dynamite at JH and his buddies.
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°183
Re: Pt. 6: Mountain of Doom
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.
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°184
Re: Pt. 6: Mountain of Doom
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.
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°185
Re: Pt. 6: Mountain of Doom
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.
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.
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°186
Re: Pt. 6: Mountain of Doom
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!
Chirs2- Posts : 663
Join date : 2012-03-25
- Post n°187
Re: Pt. 6: Mountain of Doom
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
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
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°188
Re: Pt. 6: Mountain of Doom
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.
If we apply both shots to B-15, they are both hits and he's killed.
Neraka is up.
Chirs2- Posts : 663
Join date : 2012-03-25
- Post n°189
Re: Pt. 6: Mountain of Doom
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.
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°190
Re: Pt. 6: Mountain of Doom
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.
whit10- Posts : 6614
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°191
Re: Pt. 6: Mountain of Doom
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
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
Chirs2- Posts : 663
Join date : 2012-03-25
- Post n°192
Re: Pt. 6: Mountain of Doom
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
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°193
Re: Pt. 6: Mountain of Doom
Neraka leaps to the other boulder where the already-injured dynamite wielder stands. The dire werewolf quickly eviscerates him.
Oli is up.
Oli is up.
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°194
Re: Pt. 6: Mountain of Doom
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
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.
navyik- Posts : 5033
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°195
Re: Pt. 6: Mountain of Doom
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.
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°196
Re: Pt. 6: Mountain of Doom
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.
navyik- Posts : 5033
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°197
Re: Pt. 6: Mountain of Doom
"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."
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
Chirs2- Posts : 663
Join date : 2012-03-25
- Post n°198
Re: Pt. 6: Mountain of Doom
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).
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).
navyik- Posts : 5033
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°199
Re: Pt. 6: Mountain of Doom
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.
whit10- Posts : 6614
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°200
Re: Pt. 6: Mountain of Doom
...or it just doesn't work that well. Just sayin'
|
|