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Brainstorming

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Jenara
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Re: Brainstorming

Post by Jenara »

Jenara wrote:I am away for the weekend.
Cancelled, oh well.....
I posted again, send it back if you wish.
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Re: Brainstorming

Post by Stik »

Ismaels-Legacy wrote:"They're not slow...." Bjarg begins [ooc-attacks, swinging for the creature's legs] "We're just too damned fast!"
They were advancing at one foot per round. Apart from their teleporting trick, that sounds pretty slow to me. :)
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Re: Brainstorming

Post by Stik »

In case anyone is wondering
The Complete Bard's Handbook wrote:Joking: The practice of creating and telling jokes has been elevated to an art form by the Jester; this skill can be used for many special purposes. Jokes are told in an attempt to alter encounter reactions. For any form of joke to function, the Jester must speak a language known by the recipient of the joke. Furthermore, the Jester must be within easy verbal range of the recipient.
Such jokes require 1d10 rounds to tell, after which the audience must roll a saving throw vs. paralyzation with a -1 penalty per three levels of the Jester. Those who fail have their reactions adjusted one level in the direction desired by the Jester. However, those who succeed take the joke the wrong way and have their reactions adjusted one level in the opposite direction.
Finally, a joke told at just the right moment can dispel the effects of fear. Such a joke requires a round to tell and enables all those affected by fear (normal or magical) to roll a second saving throw to avoid the fear (note that those affected by the fear do not immediately run away, but remain until the joke is told). If no first saving throw was allowed, then the saving throw is rolled vs. spell.
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Re: Brainstorming

Post by Stik »

Stik wrote:[OOC] Considering that the rutterkin attacked before going dark AND took the time in the same round to activate the darkness, and that I stated in my last post that Martin would defend if attacked, does he at least get a return attack during this round? [/OOC]
LadyWinterWolf wrote:(OOC to Stik - Yes - basically just setting the stage (no pun intended) to make the melee a bit more interesting.)
@ LWW - It looks like we've started a new round. Did the return attack that you said Martin was entitled to last round miss? Or is there something I should have done (given you dice rolls, etc)?
And have we already lost initiative this round?
I ask because the rutterkin has attacked twice now before Martin has had an opportunity to do so at all, and given his limited hit point total, he can't afford to stand around taking damage without inflicting any.
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Re: Brainstorming

Post by Jenara »

Good question, an oversight i'm sure.

Esse is useless in this, she can't do anything in this... she might actually end up hurting one of the party. Having no blind fighting skill doesn't really help this situation... I guess the only thing she can do is help Bjarg....
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Re: Brainstorming

Post by LadyWinterWolf »

Sorry Stik, lost track of you with all the posting. I can edit my post to read two attacks, unfortunately, the dice were not with you again.



Hint:someone want to get the lazy mage from the L shaped room and remind him that he has "continual light"; or leave him alone and see how melee in the dark works out for the group?
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Re: Brainstorming

Post by Stik »

Okay. That makes me feel slightly better. Not as good as a bunch of heroic Natural 20s, but better. :)
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Re: Brainstorming

Post by Jenara »

Ok, now let me see if I get this right?
The Rutterkin has stepped away from the group, basically turning its back on us and headed to the l-shaped room, if it was in the middle of the room, it would take 4 rnds to get there.

Obviously we won't stand around for that long, Esse can run rings around it, she moves at 10x its speed without breaking a sweat.

She stepped back out of the darkness, so her eyes don't need to adjust, so she can go ahead and attack.

That's what I'm doing, just trying to explain my reasoning.
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Re: Brainstorming

Post by biggbrad »

Fortunately Esse killed the rutterkin before I had the opportunity to post because in an attempt to not appear weak, Ag (I guess thats his nickname now) would have gone ahead with an attack, even partially blinded...
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Re: Brainstorming

Post by Jenara »

Not bad for a figher thief is she...
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Brainstorming

Post by Stik »

Bah.
Martin distracted it. By bleeding on it, you see.
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Re: Brainstorming

Post by Jenara »

"I am sorry my brother, I appear to have bled on your knife..." Anyone?

Anyway, while "Whipbunny" is trying to calm down the crazy barbarian (Maybe I should just flash him, hard to do in armor...).

Can you guys decide where you want to go next?

Ag seems... He can fight, which helps. I'll leave that up to Martin.

Lynesse does care for Bjarg, she wouldn't tie him up so much if she didn't, she would have handed him into the authorities... Still, she wants her fair share of any loot!
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Brainstorming

Post by Stik »

Complete Thief's Handbook wrote:Fast-Talking
1 slot, Charisma, special modifier.
Required: Swindler.
Recommended: Acrobat, Adventurer, Fence, Investigator, Smuggler, Troubleshooter.

Fast-talk is the art of distraction and conning. If a successful proficiency check is made, the fast-talker is able to get away with whatever scam he is attempting. Modifiers are based on the Intelligence and Wisdom of the target, as shown on Table 3. The DM may also introduce modifiers according to the difficulty or plausibility of what the character is attempting.

Table 3: FAST-TALKING MODIFIERS

Target's Target's
Intel. Modifier Wisdom Modifier
3 or less n/a 3 -5
4-5 -3 4-5 -3
6-8 -1 6-8 -1
9-12 0 9-12 0
13-15 +1 13-15 +1
16-17 +2 16-17 +3
18 +3 18 +5
19 +5 19+ n/a
20 n/a

Modifiers are cumulative. Targets of Intelligence 3 or less are so dim that attempts to fast-talk them fail automatically because they can't follow what's being said. (Creatures that are so stupid are easy to fool in other ways, however.) Targets with Intelligence of 20 or more or Wisdom of 19 or more are impervious to fast-talking.
Martin vs. Ayagnox is as follows:
CHA = 15
Fool's Luck: +1
Ayag's 5 INT: +3
Ayag's 14 WIS: -1

So Martin needs an 18 or less to succeed in the Fast Talking proficiency roll.

And I've taken the liberty of making the roll on Invisible Castle, if you want to use it, LWW:
1d20=1 (link)
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Re: Brainstorming

Post by Jenara »

Well Esse does want anything that comes out of a creatures arse!!

You may take what you like as far as shevis concerned.
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Re: Brainstorming

Post by Stik »

Sorry, folks, for being scarce around here these past few days.
There's been a lot going on in the real world.
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