To Rappan Athuk (Inactive)

Game Master brvheart


Roll20 Site Link
Borderland Provinces Map


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Actually Aggramar gives a competence bonus to attack and damage (like Bards).


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Welcome to the team Darrien/rorek

Inspire Courage----- "An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level "

So...Your competence bonuses will stack with the morale bonuses to attack and dam coming from Aggrammar. The problem is that the bonus stays at +1 till 20th lvl. It also remains a Standard action and never progresses to a move or swift action like a bard or Evangelist-Cleric.

If we have time to buff it is worth activating if you have no other actions you want to take. But +1 at upper levels doesn't mean that much.

And as you are one of our frontliners in encounters at upper levels without buff time it'll probably be better for you to engage in combat rather than activating it as a Standard action.

As to the Chosen one archetype...It gives up Divine Bond for the familiar. The Bond will add to your Holy Shield ability. Having your familiar able to Lay on Paws is kinda cool but it takes 2 uses of LOH so its something you only want to do only when absolutely necessary.
I'm sure our glass cannon would not mind having your familiar buzzing about him acting as an emergency medic.

The issue with Divine Bond is that it takes a standard action. Lay on Paws is inefficient use of LoH but it is an extra set of actions that does not keep you from being engaged in combat.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

I just thought of an interesting question...

See: Emissary's Smite from the Chosen One archetype (Su)

"At 11th level, a chosen one's familiar also benefits from the paladin's smite evil ability whenever the chosen one uses smite evil."

If your familiar also benefits from smite, would that also apply to Bastion of Good from the Sacred Shield archetype?

and if so

would the Bastion of Good ability

A)protect the familiar by giving it 1/2 damage?

or

B)have the familiar act as the Paladin by providing a 10ft area around itself where allies take 1/2 damage. and so we would have 2 bubbles of 1/2 damage whenever Bastion is activated?


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

@drbuzzard/Lars- I don't know why I forgot Inspire courage is 2 different bonus types: morale for fear save and competence to attack/damage.


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

I think back in 3.0 it was all morale, but they decided to switch it to stack with bless (morale).


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

I'll leave the familiar/bastion of good combo for brvheart, but I would say it doesn't work because of this clause:" A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature."

And I only look like a glass cannon... I promise to look less fragile, and stop coming up to kill stuff once we get beyond the rats/kobolds/gnolls/etc. I mean, I've only lost 1 hp and 1 Dex so far, lol.


Male Human Rogue6/Clr1 Current Map

Now those gnolls were tough and you were hanging in there with the best of them!
I kinda prefer one archetype per class.

So last we left you were still battling some centipedes. Did you want to back out of that encounter, have them join you in it or finish it quickly? You are near the entrance at least so getting them in should be fairly easy. Now are two adventuring as a pair or just the surviving members of another party?


M Human Paladin (sacred shield/warrior of the holy light ) HP:38 AC:23 (T:12 FF:22) Fort: +10 Ref: +6 Will: +9 int +3 perception +7

Yeah, I was looking at that, having a familiar benefit from smite, with bastion, would mean that I would also recieve 1/2 damage, as long as our area of effects overlap. I probably won't/wouldnt take it, just a thought.

Also, shields can be wielded two handed, (for 1/3 ratio), and yes, the morale bonus stays the same, but it also does other, fairly nifty things, imagine at 12th, you get hit with a crit, but that 25% fortification stops it. ;)

Darrien would be just getting there, no party before hand


Male Human Rogue6/Clr1 Current Map

No, why you are here, where you are at, etc? At minimum you would be coming in with Nuala. Let's let her chime in here and the existing players also as to what they wish to do with the existing encounter. Right now you would be coming in about 40' from the party. The link to Roll20 is above as well as the maps. Your character icons are created.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

It matters not to me when we enter.. Ive never used roll20 before so it might take me a sec..

The link for it says not authorized..


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

I vote going back up (to deposit Koan and Thomas) and maybe work on getting this poison taken care of.

But then again, I am the only one poisoned, so kinda biased there, lol.


Male Human Rogue6/Clr1 Current Map

Ok try this link


Male Human Rogue6/Clr1 Current Map

Almon you need to make another DC 12 Fort Save. The cure is one save. If not it goes on for six rounds til you save. It will have run its course long before you get very far.


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

I say we mow down tha centipedes lads!!

Good Thomas is not gonna simply vanish into thin air, right? :)


M Human Paladin (sacred shield/warrior of the holy light ) HP:38 AC:23 (T:12 FF:22) Fort: +10 Ref: +6 Will: +9 int +3 perception +7

That would give a good way for Darrien to make an appearance and show his stuff.

Also, if it's and condolence, darrien can halt a posion for 1 hour per lay on hands. I can't remove it until 9th level, but it still says it stops it for an hour even if I don't remove it.

Also, as I've told the DM, my laptop screen got cracked to the point I can't use it when I moved, so roll20 availability will be, scarce, for me to say the least. My apologies.

And nuala, it may be because you need to create a user account first, (no charge, and it's easy) but otherwise the link is trying to take you somewhere you don't have access to so it won't work


Male Human Rogue6/Clr1 Current Map

Ok Almon, I can't find where you were poisoned now. Thought it was the centipedes.


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

"Hitting Almon for 1 point and 1 point of Dex before he can retreat from the room. Lars is up followed by Sorek then top of Round 4."

It was the last attack round for the centipedes. So I'll have to do the save on the next round.


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

I thought you had done a private roll or something for the fort save because you said I took the Dex damage, but no fort save is shown which might be where the confusion is.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

"And I only look like a glass cannon... I promise to look less fragile, and stop coming up to kill stuff once we get beyond the rats/kobolds/gnolls/etc. I mean, I've only lost 1 hp and 1 Dex so far, lol."------Almon

nothing but love for our glass cannon lol...
just thinking of ways to help make those 15hps last.


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

Yep, the Roll20 Site Link keeps on not working for me also. Only the ones posted by brvheart.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Yea its still not working for me either.. Now it goes to the site but the page is just black. Ive always used google maps so maybe im doing it wrong..


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

There is a zoom slider in the upper right corner of the map. . Zoom all the way out and you'll see a tiny part of the screen that's not black. . Center that and zoom in


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

i just logged on and checked to make sure i am giving the right advice.

yep... zoom out and then scroll down and you will see the map


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Ok i got it now! Thanks.. So are we in combat or just arriving or?


Male Human Rogue6/Clr1 Current Map

Ok, I am going to have combat over now. This is taking longer than it should for one centipede! XP for the 4 of you=150. You and the paladin will be arriving in Room 1 just as Good Thomas and Koan are leaving.


Male Human Rogue6/Clr1 Current Map

Just as an FYI, RA is counting on you having certain common and usual spells and abilities for your level. So archetypes are fine, just don't stray too far from the core or it may come back to byte you!


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

" Please start making rolls in the future?"

Is this referring to Sorek Detecting Magic? If so, when Sorek is Detecting he really is just focusing on the 1rst round ability: Presence or absence of magical auras.

Sorek has very little in the way of Spellcraft or Knowledge skill and will need to leave the identification of Auras and Properties to Almon once he has detected them.

If you want me to make rolls for that I can but I'll always end up failing the roll.

Detect Magic:

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.


Male Human Rogue6/Clr1 Current Map

Your party has now explored about half of level one. The level is largely meant for level 1-2 characters so the rest of the encounters are not going to get any tougher. Or you can descend down to level two where it is a little more level appropriate. Timewise you have about an hour before your casters are going to need to rest.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

We could rest in the room with the bunks. And then go down to the 2nd lvl. Unless we want to spend more time squishing rats and centipedes ;)


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Think resting in a bed has appeal. Then we can go deeper.


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

I'm a sucker for exploring every nook and cranny, but sure, let us rest and then head down below.


Male Human Rogue6/Clr1 Current Map

If you were levels 1 or 2 I would say there are a few rooms left that are worth getting to as they are kinda neat, but probably not worth 1-2 weeks of real time. The next two levels are more challenging. Room 9 I think was designed for parties to rest in. You going to set watches or use the rope trick? The beds are more comfortable than the floor.


Male Human Rogue6/Clr1 Current Map

This level is how do I say, a tad more complicated and most of it will require more party involvement room by room. Sorek can still do a little exploring but nowhere near as much.


on my phone so can't see the map. . Is there anywhere else to explore in this section or do we need to go back to the fire room and go east from there?

so who wants a +1 Longsword?

did Sorek kill the shadow before Almon used his magic missile scroll?

-Posted with Wayfinder

-Posted with Wayfinder


Male Human Rogue6/Clr1 Current Map

You are going to need to back to fire room and the bridge does not extend to the east as you pressed the button on the south wall. Can't splice time that precisely, everything is generally happening at the same time. Scroll is cast.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

If we can't go east in the fire room by pressing the east button then we will have to go back to room 1 and go north from there


Male Human Rogue6/Clr1 Current Map

How are you going to press the button?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Far hand/mage hand like before when we first entered the fire room. range 30 ft


Male Human Rogue6/Clr1 Current Map

ok. the bridge extents from the east door to the middle. On that note I am off to bed. Four combats today.


Male Human Rogue6/Clr1 Current Map

OK guys, no more little league soccer rules. Alternate death rules are hereby rescinded. Characters die, get over it. I am trying too hard not to kill characters. Interview will Bill Webb


Male Human Rogue6/Clr1 Current Map

FYI, this is why I don't allow taking 10 or 20. Per Skeeter Green FGG Pathfinder Guru, especially on Rappan Athuk:

Quote:

Depends on the interpretation of the trap. You can't take 10 or 20 when "threatened". So, say for example, a pit trap is in front of you when you're walking, it's "threatening" to go off if you step on it. No 10 or 20 there.

Many, many other examples, but the bottom line is if you have a pushover DM, you can take all kind of advantages.

And brvheart is right; there should be plenty of wandering monsters and other encounters to liven up the show while you're "checking" everything.

Chaoseffect: what if you have to run from a monster? And run headlong into a trap? Trap Spotter would still give that rogue a chance to notice the scythe-blade trap before the fighter loses his head...


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Yea I have no issues with not taking 10/20 on traps.. By raw u cant even do that. Now for picking locks/doors and such i feel you should be able to because there is no neg for failure. As far as taking time i agree on take 20, but taking 10 is essentially just rolling. It takes no longer.

Things I allow taking 10 on in my games:

Iding monsters
Iding spells as there cast
Other Knowledge checks
Disable device checks on none trap items


Male Human Rogue6/Clr1 Current Map

Guys, I like Wabbithuntr and he is a valuable asset at keeping the game moving, but what do the rest of you do when he is not available for that, like when he is asleep for a day? That is why I wanted more than one person involved. It was not to knock him just get more people in the game:)


Hello everyone... I will be out of town on vacation from tuesday thru sunday. I will have internet access and will be checking in here, but I do not know how much I will be contributing. Please gmpc me if needed.

I hope to check in and see a lively vibrant game.

WabbitHuntr aka Sorek


M Human Paladin (sacred shield/warrior of the holy light ) HP:38 AC:23 (T:12 FF:22) Fort: +10 Ref: +6 Will: +9 int +3 perception +7

well, to be honest, I had planned on being a "detect evil" beacon, with humorous commentary on the side when not fighting. IIRC this guy has an Int of 08


Male Human Rogue6/Clr1 Current Map

Ok, time for me to make wandering monster checks.


Male Human Rogue6/Clr1 Current Map

So what are we doing guys?


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Ive been really busy the last few days.. Sry.. RL has crept up on me. Post inc..


Male Human Rogue6/Clr1 Current Map

Understand. RL does that sometimes for all of us. Glad you are still with us:)


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

I'm running like a bard apparently.

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