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The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Wheee! Got a couple changed made you should be aware of. Swapped Fire Elf as race for Lesser Tiefling. Also, I discovered that I can't take the Brawler trait if I have Improved Unarmed Strike, so I'm swapping that with Nightsighted.
Taking this opportunity to establish my character's normal method of moving through the dungeon:
Reis carries no light source on him. In the event that he encounters a light source, he takes the opportunity to extinguish it, after performing a search check to check for traps.
Reis moves slowly and methodically through the dungeon corridors. He uses his 10-foot poll to probe the areas ahead of him. Every 5 feet, Reis performs a search check on the next square. (Taking 10 - 18 total)
Reis moves quietly through the dungeon corridor. He always makes Move Silently checks when moving through the dungeon.
Reis performs a search check on every door prior to opening it.
Reis is always in Martial Spirit stance.
*rummages through computer* Now then, let's see if this map is still accurate... And if I can remember what's in the rooms...
I'll extinguish the torch, and search the square with the door for traps. Assuming I don't find any, I'll go out, and walk 30 feet east. Assuming there's a door there, I'll search it for traps and open it (if none are found) as quietly as possible.
Search (the first door): (1d20+8)[24] Move Silently: (1d20+7)[8] Search (theoretical door):(1d20+8)[10] Move Silently (The door):(1d20+7)[10]
I'll begin running in earnest tomorrow. Meanwhile, what source book is Lesser Tiefling from and what are its traits? Also, are you a NED veteran? I don't recall seeing you play this previously. Last question -- what does your stance do?
I'll begin running in earnest tomorrow. Meanwhile, what source book is Lesser Tiefling from and what are its traits? Also, are you a NED veteran? I don't recall seeing you play this previously. Last question -- what does your stance do?
Lesser Tiefling is in Player's Guide to Faerun. They're as tieflings, but with the following trait:
Spoiler
Planetouched: Planetouched are humanoids (not outsiders) with the planetouched subtype. They are susceptible to all spells and effects that specifically target both Humanoids and Outsiders. Charm Person works against them, as does banishment. This trait replaces the outsider entry in each planetouched description.
I've played NED before a few years back. Managed to clear the first floor with a Warblade/Crusader after a number of failed attempts vs. Burny Bernie. Promptly died at the entrance to the second floor, however. Prior to that, I managed to (Barely) squeak through with a Favored Soul/Sorcerer with enough investment in the Fey Heritage bloodline for DR3/Cold Iron. I'd jump right to level 2, but there's a bit of a reward for working through the first floor first. Plus, it's an excellent way to test the design before getting into things that are even meaner.
As for Martial Spirit, it's a Devoted Spirit stance. It reads as follows:
Spoiler
While you are in Martial Spirit stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents flavor text, blah, blah, blah...
Each time you hit your opponent in melee, you can choose a different recipient to receive this healing.
You'll spot a series of pressure plates on the walls and ceiling, then trigger a pit trap that you didn't see by prodding with your 10' pole.
Opening the door reveals the following room:
Spoiler
A_
B_
C_
D_
E_
1
2
3
L
4
5
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: (1d20+1)[7]
Making a melee touch attack to hit Bernie for a grapple.
(1d20+4)[13] vs. Bernie's flat-footed touch AC.
On success: Initiating an opposed grapple check (1d20+6)[22]
On success: Deal unarmed damage (1d6+6)[9] (Spending an Inspiration Point for damage)
He blasts you with: (1d4)[1]
1=Acid 2=Cold
3=Electrical
4=Fire
... for (1d8)[2] /2 damage (Reflex halves again)
If this damages you, it persists for (1d4)[4] rounds, dealing damage of the same type: (1d6)[5] (1d6)[6] (1d6)[6] (1d6)[1]
He then collapses into a bloody heap, dying. 150xp and chainmail for you!
Edit: Formatting to show various effects. Also, ouch! on the breath type, duration and damage.
Figures it'd be acid. =/ Adding an inspiration point to my save to half the 1 damage (Thus negating it).
[roll0]
If I fail, I'll hit the negative hitpoint (but not dead) Burnie with Crusader's Strike.
To hit: (Auto-success)
Damage: 3 (Minimum)
Restore [roll1] hit points.
I'll hit him twice more for minimum damage after that to bring him to -10 and restore another 4 hit points over the following 2 rounds.
Unless you have Evasion or a similar trait, the minimum damage is actually 1. You'll need to somehow heal up in a couple of rounds before the acid finishes you off.
Unless you have Evasion or a similar trait, the minimum damage is actually 1. You'll need to somehow heal up in a couple of rounds before the acid finishes you off.
Ah, lame. In that case, I'll use Crusader Strike after the first secondary damage, as described above. Note that my higher initiative count means I can act before the damage in each round.
Round 0: 9/10 HP
Round 1: 10/10 HP (Ready Crusader's Strike for when I take ongoing damage)
Round 2: 6/10 HP (Ready an attack for after I take damage)
Round 3: 2/10 HP (Higher initiative means I can act first to get myself to 8 HP before being staggered from the ongoing damage)
Round 4: 1/10 HP (Burnie is dead, and thus I don't gain 2 hp)
EDIT: Math fail! I took 8 damage from one of those, for some reason.
EDIT EDIT: Burnie's dead before round 4. >.>
I'll use my Wand of Lesser Vigor, let it run it's course, and then proceed with the actions described above.
"... [The targeted] foe must pose a threat to you or your allies in some direct, immediate way ..."
Granted, the lingering entangling breath is chewing you up alive, even if Bernie is down and bleeding out, so I'll let that slide. How do you recover the maneuver after the first use? As I understand it, you need to wait for the end of the encounter, i.e. after the breath attack has worn off.
Right, I have to wait for the end of the encounter, so I use it once and then bank on the stance for the rest of the hit points. (And yeah, this is one of those rare situations where I'll try and heal with Crusader's Strike outside of the actual fight).
All righty. 11hp from the wand of lesser vigor along with the other measures would save your bacon. How do you activate the wand? As I understand it, Crusader's Strike will get you 1d6 HP. Did you roll that somewhere?
Yeah, UMD is a weird one. I'm pretty sure "1" isn't auto-failure, however it does remove that item from use for the rest of the day. Good thought regarding wands with 1 charge each. You can also drop them after using them and completely disregard them thereafter.
Discover a pit with careful probing, then hop over it.
Opening the door reveals the following room:
Spoiler
A_
B_
C_
D_
E_
1
2
3
4
B
H
There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative:(1d20+2)[20]
Edit: The human motions to the beast to "stay", then readies an action while motioning for you to leave.
There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative:(1d20+2)[13]