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At the Adventurers' Table

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O.K. Here goes:


@Sherwood, you're right - the Ball Lightning (which should be two orbs, not one - I'll fix that in the IC section) should be DC 20. I remembered the feat - I added it up wrong. As for Familiars and delivering touch spells, Sparkle can already do that. In Luna's experience, she's quite good at it.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Re: Sparkle. This kind of communication was partly what I had in mind when I encouraged you guys to communicate in short phrases during combat. Sparkle will be able to act on your Initiative turn.


@Captain Hesperus Dannigan sez

The Moonlit Edge now does an additional d6 of cold damage upon every strike. (bold mine)
I can see that you're online right now. Do you want to roll another d6 for that damage or shall I? Also, thanks for rolling that additional Haste-born attack. =)
@killfire You rolled 149 on your dice roller a moment ago. That's the number of pixies that appear from nowhere to thwap Bronze before they vanish into invisibility. Pixie pillow fight! =)


Concerning guarding Mamapaw, that's just fine. You have already rolled Initiative (both your roll and result are a 2, which makes Bronze's turn after the Craven but before Wolf who had the bad luck of rolling a 1 in this fight). Defending Mamapaw is fine.


@All @Sherwood Re: Haste spell. After seeing Pathfinder's Haste in action for the first time, I am going to make an improvement to the spell as follows: Currently, Haste reads: "When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon." I am changing this to a standard action instead (which I did for both Bren and Powerpaw in their last turns). Reasoning: One of the aspects I really liked about D&D 3.5's Haste spell was the ability to both move your movement rate and still let off a full-attack action. In other words, while I like the wording Pathfinder uses, I don't like the nerf and I'm changing it (and if I'm missing something and it turns out to be too much, I'll revert it back). As this is an improvement, I don't think any of you will mind? Do you?
 
Dice roll done. A 3 *punches dice roller*


Also re: Haste, not sure what the difference is, but if Sherwood is down for it, I'm good.


Captain Hesperus
 
You and this damned dice roller, Cap'n... =)


You want me to make a monster called the Dice Roller so you can enjoy beating the hell out of it? It sure likes ganking you! =)
 
[QUOTE="Captain Hesperus]Dice roll done. A 3 *punches dice roller*
Also re: Haste, not sure what the difference is, but if Sherwood is down for it, I'm good.


Captain Hesperus

[/QUOTE]
The big difference is (if I'm correct in this) that a full attack prevents you from being able to move. A standard attack lets you move and still get your swing in. This way, you can move and use the second Haste attack instead of being stuck in one spot. It really helps out the characters to be able to maneuver.
 
Ah, close, Sherwood. A full-round action can be a lot of things (like a Spring Attack or a spell that takes a full round to cast). Movement in either a full or standard action can still be performed (like the ever-useful 5-foot step).


Paizo describes it thusly:


A standard action allows you to do something, most commonly to make an attack or cast a spell.


A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.


There's a handy table from the Pathfinder combat page (about a 1/4 of the way down).
 
Dannigan said:
You and this damned dice roller, Cap'n... =)
You want me to make a monster called the Dice Roller so you can enjoy beating the hell out of it? It sure likes ganking you! =)
That might be a bad idea, it'd probably kill me outright first round....


Captain Hesperus
 
Dannigan said:
Ah, close, Sherwood. A full-round action can be a lot of things (like a Spring Attack or a spell that takes a full round to cast). Movement in either a full or standard action can still be performed (like the ever-useful 5-foot step).
Paizo describes it thusly:


A standard action allows you to do something, most commonly to make an attack or cast a spell.


A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.


There's a handy table from the Pathfinder combat page (about a 1/4 of the way down).
I kneel before our superior knowledge.
 
Aw, gosh! I hadn't thought of it that way. *hugs our good Cap'n*


I'll roll for you whenever you want..


Still, I have to admit - in this battle, the Wanderers rolled spectacularly for all of those saving throws on the front of the Adventurers' Wagon. Add Bren's charge past five bad guys when he was lucky enough not to be hit at all, and you can make a believer out of people like Gerran in your mightiness... =)


Oh... And now this... (points to the IC thread). =)
 
Wow. Am I missing some hidden text or did we fell this thing in three hits?


I mean, I didn't expect to be facing mortal danger, but I thought this would last for two full rounds or something. Wolf didn't even get to fire a shot! That'll teach him to roll ones in the future *whine*
 
Don't give the ST any ideas. We took it down with some serious damage, lets leave it at that.
 
If it weren't for the moving-out-of-combat-time notice, I'd still be expecting the hydra to suddenly spring back to life like all respectable video game bosses after their first HP bar is depleted *woof*


Hm. Hm. Now would be a good time to shut up, yes.


Such damages.


Very slayers.


Wow.
 
1. Total number of hits: 6. Luna 1 (took full damage), Powerpaw 2 (1 successful called shot, "TO DAAAA DING-DING!!"), Otiorin 1 (double-damage from cold), Bren 2 (1 was a 33-point axe crit which knocked it straight from "barely active" into "DEAD").


2. Total damage dealt: The Wanderers dealt 129 hit points of damage to the Craven in less than a single round.


3. It didn't even get its turn on Initiative, only those attacks of opportunity on Powerpaw.


=)


 
Sherwood sez,

Don't give the ST any ideas. We took it down with some serious damage, lets leave it at that.
Not to worry - I am not the kind of storyteller to change things "just to give the monster a chance in the spotlight" or whatever. That's bad Dungeon-mastering. A rule change during battle (like the one I made with Haste)? Yes. Altering a creature's Hit Dice or hit points in the middle of combat? Hell no. Give the party a incredibly-expensive, super-magical, wagon complete with steward/monster lore scholar, loads of the best food and drink, comfy furnishings, awesome pool to relax in, and more with a team of the highest-quality horses to pull them all over Sharseya? Yes, if it were fairly earned (which it was).


A good storyteller puts a lot of fun hours, imagination, and balancing into making a good game and story. But if you screw the players while doing it, all because you don't feel you got some "proper" imagined reward for those hours you put in, then you become a storyteller without fairness or integrity. I won't play with people like this (indeed, I've kicked such people straight out of my games; Kaerri can tell you).


If I cannot be a good example to the kinds of players I want in my game, why play with me at all? I must continue to aspire be the kind of storyteller that I can admire. Only then can I do my best for the fun of all. =)
 
Well said, @Dannigan! From my own experience STing Exalted, I know the way you think. I have spent hours (sometimes days) creating a major villain only for the players to one-shot them ten minutes into the first combat and I've had to hurriedly expand a minor villain who goes from being a side-quest, thorn in the paw to a full-blown major villain in their own right.


Captain Hesperus
 
Thanks for the compliment, Cap'n! =)


O.K. The latest IC is now complete. Enjoy and goodnight! =)
 
Well, after how well we did on that fight, we should have enough points to reach level 8, once we get to our next stop and can train up for it.
 
I'd like to make the Geography and Nature Knowledge checks as well before I write my next post (for Melshaef).


[dice]6790[/dice]


[dice]6791[/dice]
 
A quick thought regarding combat time and the rate at which Gerran and the Painless were retreating. If the Pyrohydra went down that quickly, the Painless would have heard it die. And considering the speed at which it did die, I wonder what they are currently thinking...


Captain Hesperus
 
@killfire Yes and no. I knew the fight was coming quickly to a close, but being fair, I couldn't just say so. You can definitely say that Bronze was in the process of running up to Mamapaw to help defend her. As for now, all of the Wanderers seem to be near the Craven's corpse, so why not Bronze too? How about having him introduce himself to Powerpaw's mom?


@Sherwood Being a matter of nature, Knowledge: Arcana would not apply. Glad you thought to roll the other knowledge skills.


@Wolf Rawrrr The results of your rolls are in the IC thread. =)


@Captain Hesperus A fine thing to wonder. Of course, I just work here... =)
 
Gerran: Hah! Another Painless raid effortlessly executed!


Mysterious Elf Woman: Effortlessly? Are we talking about the same event?


<distant roaring>


Gerran: The Craven will feast well tonight...


<distant roaring becomes more pained, then suddenly cuts off>


Gerran: Uhhm, what?


Mysterious Elf Woman: You are such an idiot.


Captain Hesperus
 
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