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At the Adventurers' Table

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Dann, you pretty much covered my questions with that. My only problem is now debating if I should start out with a Haste spell, or a targeted attack spell on one of the mages. The advantage to the Haste is that it will help everyone out with the increase in armor class and adding a additional attack per melee. I'm really leaning in that direction.
 
Otiorin's Crit Confirmation (fingers crossed, might consider spending an action point to boost it)


[dice]16838[/dice]


Short sword damage


[dice]16839[/dice]


Short sword crit damage


[dice]16840[/dice]


Cold damage


[dice]16841[/dice]


Sneak attack damage


[dice]16842[/dice]


Captain Hesperus
 
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I would guess that hits. We were flanking at the time so we had a +2 to attack as well; I forgot to add that into mine (not that it really mattered). Bren hit Red on a 24 earlier so it's my guess Green has a similar AC, as they fight similarly. (I could be wrong, but that's my guess.) Orange and Purple may be different because they fight differently (Orange seems more mage-y, and Purple is something of an unknown to me at this time).


Just some rambling Kaerri thoughts this morning...
 
@Captain Hesperus Thanks for the rolls, you! As your Dungeon Master/Game Master/Storyteller/Buddy behind the keyboard, etc. I must ask - are you spending an action point on this roll? Once you know the results, the option to spend one goes away.
 
What Wolf is thinking about right now:

the_world_tree_by_kevywk-d5djrb5.jpg

twigs-654x234.png
 
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@Dannigan I guess I won't this time. I think I need a revision on what Action Points do. I kind of keep thinking of them as Willpower points in Exalted, that being an 'extra success'.


Captain Hesperus
 
Not quite, unfortunately :) They're an extra d6 that you get to add to your roll. Full details here.
 
O.K., Cap'n (and thanks, Kaerri)!


Cap'n? Any idea what you'd like Otiorin to do? If you're too busy to post, just let me know basically what you want and we'll go from there. =)
 
Assuming that the Dire Wolf has any kind of bonus to hit, he'll manage to grab me with my AC of 22. Will that grapple interfere with my casting?
 
Enjoy, folks! The next mini-novel, er post, is up!


As before, please read the in-game thread first! =)

Chapter%20Seven%20-%20Melshaefs%20Tree%20and%20the%20Crown%20of%20Chains%20Monk%20Mage%20Ambush%20Map%209.png



Combat initiative order (Round 4):


19 - Otiorin
(Wearing Ring of Mind Shielding. Ring of Force Shield active. Moonlit Edge in main hand.) Performed successful sneak attack with Critical Hit on Monk/Mage Green.


18 - Powerpaw (Maul +2 has been destroyed. Now armed with non-magical Large-sized warhammer). Just rained hell on three Monk/Mages, critically hitting and killing their leader. Update: Powerpaw is down and unconscious.)


17 - Monk/Mages of Wee Jas (5) (Monk/Mage Red is lightly damaged; cast upon Bren to no effect. Monk/Mage Blue attacked twice on Bren and missed. Monk/Mage Orange has just taken 15 "Moar" points from Powerpaw; he uses his Magic Missile spell to light up Otiorin for 9 hit points of damage. Monk/Mage Green is dead in a pile of smoking ash. And... even to my surprise, Monk/Mage Purple just dropped Powerpaw in a single combat round...).


17 - The Dire Wolf of Dalsus (Engaged in a Grapple with Luna.)


12 - Brendoran - (Wearing Wedding Ring. Battle Axe +2 in main hand, heavy metal masterwork shield in off-hand.)


6 - Luna (Engaged in a Grapple with the Dire Wolf of Dalsus. Wearing Ring of Mind Shielding.)


Little thoughts....


1.
@Sherwood. The warg is attempting to grapple Luna. Please roll a d20 and add Luna's CMD (Combat Maneuver Defense which is +13) vs. the Warg's. He rolled mighty high. I recommend an Action Point if it looks like Luna might succeed.






Luna's CMD = 10 + (Base Attack +3) + (Strength Modifier -2) + (Dexterity Modifier +2) + (Special Size Modifier - None).


2a. @Captain Hesperus. Congratulations! The damage caused by Otiorin's sneak attack outdid Powerpaw's (27 hit points + Bleeding Attack for 2 hit points/round until healed)! It's about time the dice were a little nice to you. =)


2b. Also, while Otiorin was just healed for 10 hit points of damage, he was just hit for 9 (he has 7 hit points left if my math is right?). Monk/Mage Orange rolled 3 1's and a 2 for damage. =)


3. O.K.! I spoke too soon! Powerpaw saw Otiorin's hit evidently and with his Great Cleave feat, critically hit the Monk/Mage leader for 42 points! Talk about justice, right? Powerpaw sez, "An' dats fer smackin' Bria!"





EDIT: 4. I just want to tell you guys that times like these are one of the reasons I love role-playing... Even as your Dungeon Master, I can't predict everything that'll happen (nor should I). I think this is our most exciting battle yet! Holy moly! =)
 
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Ok, I'll give the roll a shot. Here goes...


[dice]17057[/dice]


[dice]17058[/dice]


Well, it looks like I got grabbed even with the Action Point tossed in.
 
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Definitely. He rolled a 19 on the die and you rolled a 4...


Sherwood, go ahead and keep that Action Point. With a dice difference like that, it's a waste, bud.
 
@Sherwood Whoops! Somehow, I completely missed your entry here (#2209). I'm glad you reposted the question.


The short answer? Not likely! The damned warg's CMB is significantly higher than Luna's.


The long answer I'll provide comes with a couple of things you'll want to know if you want to get into the mathematics.

The Grappled condition:

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.


A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
Source: D20PFSRD.com


D20PFSRD.com also adds this FAQ (which makes sense to me):

The official errata didn't say to change this but under concentration it says.... "Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting). Pinned creatures can only cast spells that do not have somatic components." It is our opinion that the condition should also be updated to match but until errata or an FAQ is provided indicating such, we will not alter the actual text.
 
So basically, I'm screwed. It is unlikely that I can cast, and that is my primary means of attack.
 
Just to say, I was not planning on having Luna just burst out of cover before getting a spell or two off, and with Sparkle giving me some advanced warning of where the warg is, I could have been prepared.
 
Sorry, bud. While I know Luna is in an unenviable situation, here is what I have on my end:


Disclaimer: Please give me benefit of the doubt; I mean all of the following in the best way. =)


1. You stated in entry #87 that Luna was "heading through the woods as fast as her legs can carry her." That is the last in-character information posted concerning Luna's intentions and action. Did I miss something in-game?


2. In post #97, I wrote

Luna knows she is getting close as she can barely hear the sounds of battle (save for the shouting voices from this round of combat, which she hears clearly enough). She will be involved in the battle in seconds.
This automatic and successful Perception check was my way of informing you that Luna was about to succeed in the actions you presented to me. Was this not clear somehow?
3. Unbeknownst to all others, during his turn on Round 3, the warg noticed Luna way off, so the result would have been the same whether she were in cover or not. The warg "told" me that instead of attacking the Wanderers on the battlefield, he was instead keeping aware as possible for enemy reinforcements. He heard Luna some ways away with an 18 on the die plus his significant bonuses and he can move through the woods, well, like a warg). Going through the posts again, I cannot find any mention of Luna attempting to be stealthy, hence no stealth roll on her part.


4. Luna did not reply to Bren's warning via Sparkle, or Sparkle's own warning about her having been spotted by the warg. At this point, her actions were to get into the air where the warg could not take her down. Unbeknownst to Sparkle, the warg was cunning enough to wait and think and ambush. If Luna wanted information from Sparkle, perhaps Luna could have asked her? Otherwise, how is a Dungeon Master to know?


I acted with the information I was given, bud. If Luna had won the initiative round, then she would have been able to act first, but the dice have been far from kind to the Wanderers in this battle. Also, I should note that this whole fight is not how I expected it would turn out at all. I, for one, did not expect the Wanderers to do anything but come to Bria's aid in full force. It surprised me when they split up. The end of this battle remains to be seen.
 
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I understand. I still think that I'm about to be making a new character after I become warg food.
 
I appreciate your understanding, good Sherwood. =)


On a related topic, Kaerri here says, "Luna is not allowed to die yet because if she does, her brother will see it and tease her forever. You don't want to be stuck as a ghost with your brother, do you?" Ha ha!
 
I will do what I can, but I don't expect that I will be of any use in this fight at all.
 
Do you know much about the Evangelist class from the Inner Sea Gods book? It is also on the pathfinder website.
 
I have never heard of it. What strikes you about it?


It is Luna's action (and the last action for Round 4...). Good luck!
 
Since you haven't heard anything about it, you'll probably nix it. But, here is some of the details, straight from the book. It is a Prestige Class that has some nice benefits.


Evangelist


Though all faiths have their dedicated priests and righteous warriors, gods inspire devotion from a wide range of individuals. Rogues who specialize in stealth and poisons might swear allegiance to Norgorber, while wandering bards sing songs in praise of Desna. Even the most powerful deity is not too proud to turn such followers aside, for the worship of passionate acolytes is precious regardless of their backgrounds, professions, races, or ages, and they might lead others to the faith by example. These unusual but skillful followers of the gods are called evangelists.


An evangelist could have a childhood rooted in wealth or poverty, hail from the north or the south, and may have been raised in her faith or come to it late in life. She may follow one path strictly or dabble in multiple professions. She may be of any race and pledge her faith to any of the


core deities. Of all the preeminent followers of the core deities, the evangelist is the hardest to predict and shows the most variety in her abilities.


Hit Die: d8.


Requirements


To qualify to become an evangelist, a character must fulfill all of the following criteria.


Alignment: Within one step of chosen deity.


Deity: Must worship a single, specific deity. While any worshiper of any deity can become an evangelist, the unique focus of each faith inspires individuals of different backgrounds to aspire to this path within that faith. Below are examples of the class types most likely to become evangelists in each of the major faiths of the Inner Sea region.


Abadar: Alchemist, cavalier, inquisitor, monk, wizard


Asmodeus: Cavalier, magus, monk, rogue, summoner


Calistria: Bard, ranger, rogue, sorcerer, witch


Cayden Cailean: Alchemist, bard, fighter, magus, rogue


Desna: Bard, magus, ranger, rogue, sorcerer


Erastil: Barbarian, druid, fighter, ranger, wizard


Gorum: Barbarian, cavalier, fighter, magus, sorcerer


Gozreh: Barbarian, druid, ranger, summoner, witch


Iomedae: Bard, cavalier, monk, paladin, ranger, wizard


Irori: Alchemist, bard, inquisitor, monk, wizard


Lamashtu: Alchemist, barbarian, sorcerer, summoner, witch


Nethys: Alchemist, magus, sorcerer, summoner, wizard


Norgorber: Alchemist, fighter, magus, rogue, sorcerer


Pharasma: Fighter, inquisitor, oracle, sorcerer, witch


Rovagug: Barbarian, druid, fighter, sorcerer, summoner


Sarenrae: Cavalier, druid, inquisitor, sorcerer, wizard


Shelyn: Bard, fighter, rogue, sorcerer, summoner


Torag: Alchemist, cavalier, fighter, monk, wizard


Urgathoa: Magus, rogue, witch, wizard


Zon-Kuthon: Inquisitor, monk, rogue, summoner, witch


Feat: Deific Obedience*


Special: Any one of the following: base attack bonus +5, 5 ranks in any skill other than Knowledge (religion), or ability to cast 3rd-level spells.


Class Skills


The evangelist’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perception (Wis), and Profession (Wis).


Skill Ranks at Each Level: 6 + Int modifier.


Class Features


The following are class features of the evangelist prestige class. Weapon and Armor Proficiency: An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon.


Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see page 10). Skilled: Evangelists possess a range of skills across


multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.


Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class,


essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as


those of the evangelist prestige class.


Protective Grace (Su): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.


Divine Boon: As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat on page 210 and the core deity descriptions in Chapter 1 for details on these divine boons. When a divine boon grants a spelllike ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.


Gift of Tongues: At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects


a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues.


Multitude of Talents (Ex): The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.


Spiritual Form (Su): Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not


need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action. The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities.


Evangelist


Level Base Attack Bonus Fort Save Ref Save Will Save Special


1st +0 +0 +1 +0 Obedience, skilled


2nd +1 +1 +1 +1 Aligned class, protective grace +1


3rd +2 +1 +2 +1 Divine boon 1


4th +3 +1 +2 +1 Gift of tongues


5th +3 +2 +3 +2 Multitude of talents


6th +4 +2 +3 +2 Divine boon 2


7th +5 +2 +4 +2 Protective grace +2


8th +6 +3 +4 +3 Gift of tongues


9th +6 +3 +5 +3 Divine boon 3


10th +7 +3 +5 +3 Spiritual form


Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Second, she chooses one physical transformation from the following to gain when she transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting that deals damage as appropriate for the evangelist’s size) as well as a temporary appendage capable of making such an attack if necessary.


I was thinking of going with Sarenrae or Nethys, and the bonuses granted by being an Evangelist of Sarenrae are as follows:


The Dawnflower


Goddess of healing, honesty, redemption, and the sun


Alignment NG


Domains Fire, Glory, Good, Healing, Sun


Favored Weapon scimitar


Centers of Worship Absalom, Katapesh, Osirion, Qadira,


Taldor, Thuvia


Nationality Keleshite


Obedience The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you


possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself


with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on


Perception checks.


EVANGELIST BOONS


1: Healing Spirit (Sp) cure light wounds 3/day, aid 2/day, or remove curse 1/day


2: Fiery Spirit (Su) You have spent so much time in the sun, reveling in Sarenrae’s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 10.


3: Holy Brand of the Sun (Su) Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a +1 flaming burst weapon. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than +1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don’t need to be consecutive.


Nethys has the following bonuses:


The All-Seeing Eye


God of magic


Alignment N


Domains Destruction, Knowledge, Magic, Protection, Rune


Favored Weapon quarterstaff


Centers of Worship Absalom, Geb, Katapesh, Kyonin, Nex,


Numeria, Osirion, Thuvia


Nationality Garundi


Obedience Inscribe blessings to Nethys, arcane formulae, and lines of prayer on a blank parchment. Don’t inscribe a complete spell—only notations sufficient to potentially spur a reader to study magic in an effort to complete the incantation. At the culmination of your obedience, cast any spell or spell-like ability or activate a spell completion or spell trigger magic item. Gain a +4 sacred or profane bonus on concentration checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.


EVANGELIST BOONS


1: Arcane Essence (Sp) mage armor 3/day, mirror image 2/day, or fly 1/day


2: Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast arcane sight and were able to view its information through the arcane eye. This allows you to see magical auras through the arcane eye, and potentially identify the schools of magic involved. You can also potentially determine the spellcasting or spell-like abilities


of viewed creatures, as noted in the spell description.


3: Robes of Nethys (Su) You can manifest an illusory robe that absorbs hostile spells for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate or deactivate the robe as a free action. The robe functions as a lesser globe of invulnerability except that it only excludes hostile spell effects of 3rd level or lower. Any spell that would force you to attempt a saving throw; cause you to take hit point damage, negative levels, ability drain, or ability damage; or end your life is considered hostile for the purposes of this effect. Unlike a lesser globe of invulnerability, you can move normally while cloaked in the robes.
 
For me, adding new classes is not really a matter of familiarity, Sherwood; it's a matter of game balance, lore, longevity, user-friendliness, and other reasons. I accept classes, races, items, backgrounds, etc. that truly fit Sharseya. Few classes besides the ones I've accepted make the cut, that's all. =)


Thinking back over the past 15 years, there are some terrific classes I'm glad I accepted (Deepwood Sniper, ShadowDancer are two) and many I'm glad I didn't. They were usually imbalanced, not user-friendly, or worse, world-changers in the long run (Killfire asked me once if he could be the character that brings clockwork technology into Sharseya; I had to say no - I don't want clockwork tech in Sharseya). Most players don't see that far ahead or understand why a certain character class would be good or bad for our game; most in my past were mainly looking out for how much fun they can have as a player. Who cares if they choose another class down the road and what effect their added class will have on the game long-term? Well, as Sharseya's sole Dungeon Master, it's my responsibility to see how much fun we all can have (in the short and long run). So far, it's worked. =)


This goes for races too. If you're interested, ask me about the triceratops-style "dinosaur-man" race a player asked me to allow into Sharseya. Boy, was that a mistake...


O.K. Concerning the Evangelist, it's a neat concept. I like how open it is and it definitely requires the utmost piety from a follower. However (and speaking of aforementioned user-friendliness) I cannot come to a conclusion because there is missing information:


1. "Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see page 10)."


2. "Consult the Deific Obedience feat on page 210 and the core deity descriptions in Chapter 1 for details on these divine boons."


Also, if you're thinking of Luna, you realize that she does not qualify for this Prestige class, don't you?

Alignment: Within one step of chosen deity.
Luna is Chaotic Good. Boccob is True Neutral.


Also, re: Ambush on the Road of Kings. After Luna goes, it's Round 5. I'm looking forward to Round 5. =)
 
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