Reckonings: The Overlook

Online roleplaying at the Café
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Gurthoron
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Post by Gurthoron »

Okay, to check all the math and get it on the table. This may make my character a damn sight easier to figure out, but whatever. First off my damage is 1D8 (base longsword) + 2D6 (holy) + 2D8 (fiendsmite. I don't have the book on me so I didn't realize it applied) + 5 (collision) +5 (enhancement) + 6 (strength) + 38 (didn't realize negative levels applied). I contend that only the base damage and strength is halved by water, as the rest is not modified by the water's resistance to my force. Alternatively, the magical enhancements migh apply (they are adding to the swing and power of the weapon) but the holy, fiendsmite and smite damage is from me shoving a holy weapon into this guy, not from any natural force. However, that is your call as a DM.

My flatfooted touch AC is 10 + 6 (wisdom, from saint feature) + 1 (sword bonus) + 4 (double strength protection from evil affect.) for a total of 21 for flatfooted touch. This goes up by 5 for the following round as my ring is active. This goes up by 3 when I am not flatfooted.

My saves are at Fort +15 (15 base + 4 con + 7 cha +1 sword -12 drain) Ref +8 (9 base + 3 dex + 7 cha + 1 sword -12 drain) Will +11 (9 base + 6 wis + 7 cha +1 sword -12 drain) with the -12 level drain.

The ghost has attacked me 4 times at this point, dealing 2D6 damage to himself each time for a total of 21 holy damage. If you do not negate half of the magical damage as noted above, that makes my total damage to this sucker 90 damage, plus whatever my helper has done to him. Or, by my second suggestion, 85 damage.

I think that is all my thoughts. Does this help with some of my math?
Currently playing Saint Balin Cormaeril
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DeepShadow of FoS
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Post by DeepShadow of FoS »

Thanks for the math help, Gurthoron! Let's get some rulings and move things along.
* Balin's AC--wow, is it hard to ambush this guy! Touch AC of 21, geez, okay then taking 2 isn't enough, even for the AoO (+13 base, +2 offbalance, +2 flanking) so I'll roll for Pieter:Shooting for an AC of 20 for the first roll (Balin hasn't got his sword yet) and 21 on the rest. Third roll is reduced due to full attack. (1d20+17=21, 1d20+17=23, 1d20+11=29) That's still three hits.

This brings me to another clarification of the rules. I just realized that people who take two without knowing the difficulty level run the risk of undershooting a target they could easily make. I don't want to get anything here because someone was "tricked" into spoiling the first round of combat because they took two. The only point of taking two is to minimize dice rolling on stuff you can do blindfolded and hobbled, and thereby avoid the cop-out of me throwing such stuff at you until you roll a 1. If you take 2 and it's not enough, I'll roll it for you. If you've already lost a die roll because I didn't figure out this loophole, I apologize.

* Underwater damage--Reviewing the saint template again...does he inflict yet another d6 of holy damage? It says "additional..." Anyway, my wife and I wrangled over your suggestion about underwalter halving-damage-stuff, and it turned into the age-old questions as to why the same CLW spell heals mortal injuries at 1st level and scratches at 12th level, or how hit points don't represent "wounds" but only a nebulous supply of th eability to avoid damage...I'm sorry, you're injecting too much common sense into the game.;) On the other hand, I'll give you that Pieter's "blowback" damage from hitting you is not halved, because it's inflicted by his actions, which are not restricted by water. That means he's taken (76/2+21) 59 damage, plus another 4 from Marcella. If it's any consolation, halving all your damage doesn't change the fight much; either way, he has enough hp to keep going another round or two.

Ball's still in Balin's court. What's it gonna be?
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Post by DeepShadow of FoS »

We have a potential player for one of the PC's, but reviewing his options he's concerned about Ciera's continuous involvement since the beginning. Here are his comments:
Ciera scares me because she's been IN there all this time with the other characters and knows what's going on and also knows all of her own backstory things. You know her so well you have that info memorized or else can make things up as you need to that fit. I would not be able to do that without knowing EVERYTHING about her and everything the PCs had done before.
I'm actually a little worried about ANYONE playing Ciera. She seems to have fallen into NPC syndrome. Most of her posts seem to be more about responding to the PCs. Granted you are playing her and an active PC would be able to have more freedom to do things. But the other PCs probably think of her now as such...the loremaster that sits back and offers advice.
So what can we do to familiarize a new player with Ciera? Anyone want to point out some key exchanges or posts a new player should read? This current newcomer may not choose her, but I'd like to address the problem for the future.
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In Absentia

Post by LostVoices »

Hello everyone, it's been a long, long time but I dropped in to see how this project was going and got homesick for it. Those that don't know me (or don't remember, hard to keep track in here), I created Ciera and Kinketsu. I've offered to take up the game again, but in what capacity remains uncertain.

I deliberately made Ciera an incredible pain to roleplay due to the sheer volume of information she has acess to, and the strangeness of her situation. That was a glove tossed down at DeepShadow to see just how much nosey magic he could handle. He picked it up admirably, but with the side effect that even before departing I had forgotten many of the bits of info she had. If another player would like her, I certainly have no claim these days, but you're in for a heckova lot of reading.

For my part, I wouldn't mind taking her again, or I could as easily take a lesser character, I understand there are quite a few floating around needing a human touch. What do people think?
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Re: In Absentia

Post by DeepShadow of FoS »

LostVoices wrote:I deliberately made Ciera an incredible pain to roleplay due to the sheer volume of information she has acess to, and the strangeness of her situation. That was a glove tossed down at DeepShadow to see just how much nosey magic he could handle.
LOL! Yeah, that's been fun! A great exploration of the experiment. Ciera probably went down in record for learning more about Ravenloft than anyone below godhood without even entering a domain! Is there a rule of the setting she hasn't picked up on yet, or that she can't at least get a decent prediction on? The only one that comes to mind is the utterly bizarre alteration to magic jar, and even there she can get in the ballpark.

Of course, Ciera's also helped us explore the limits of what magic can do. Funny how true seeing can pierce illusions and polymorphing, invisibility and magical concealment, but not normal darkness or fog. :twisted:
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Post by The Giamarga »

Hooray! Ciera's back!

LostVoices if you're in again, why not pick up Ciera again? Some of us are bursting with curiosity about her backstory. The Cut Scenes and hints/roleplaying during the threads were awesome!
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Re: In Absentia

Post by LostVoices »

Of course, Ciera's also helped us explore the limits of what magic can do. Funny how true seeing can pierce illusions and polymorphing, invisibility and magical concealment, but not normal darkness or fog.
I thought I had you making a character that could cast legend lore EVERY DAMN DAY. I was a little shocked when you started sending epic poems in response. :shock:

So, I'm game for my little girl/epic witch again, but I'd like to hear from this unnamed new player on whether he wants a crack at her first. I did take off for over a year and all...
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Post by Nathan of the FoS »

Hurrah! We're gonna get Ciera back! I hope. :shock: :D
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Re: In Absentia

Post by DeepShadow of FoS »

LostVoices wrote:I thought I had you making a character that could cast legend lore EVERY DAMN DAY. I was a little shocked when you started sending epic poems in response. :shock:
Ha ha, yeah, that was fun! :twisted: Ciera was a great opportunity to test the old "challenge the players as well as the PC's" maxim. With both you and Anders I kept giving you truckloads of information, but the real challenge was interpreting it! Knowledge skills only go so far.

Ciera also taught me that the Foresight spell is far from the epitome of divination magic, IMNSHO. There are loopholes in that spell that you can drive a fleet of trucks through. Giamarga tried to convince me to use a non-canon revision that solved these problems, but I'm still not certain. It's still a powerful spell in some ways.
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The Orphan Queen must take the throne
The Queen of Orphans calls them home
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Re: In Absentia

Post by Nathan of the FoS »

DeepShadow wrote: Ciera also taught me that the Foresight spell is far from the epitome of divination magic, IMNSHO. There are loopholes in that spell that you can drive a fleet of trucks through. Giamarga tried to convince me to use a non-canon revision that solved these problems, but I'm still not certain. It's still a powerful spell in some ways.
Yeah...whenever I read that spell description I think "This is a 9th level spell?" It could be really powerful if the DM were willing to give the player the benefit of the doubt in a lot of situations, but generally speaking it's for the birds.
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Post by DeepShadow of FoS »

...Okay, I've fudged the rules a little in favor of the party before (Ciera's a sorceress casting quickened spells, hello) so Giamarga, let's get a link to that repaired Foresight spell. I'll take another look at it.
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Post by The Giamarga »

Your wish is my command:Fixed Foresight by Dicefreaks' Feanaro

Foresight (revised)
Divination
Level:
Drd 9, Knowledge 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)

This spell allows you to peer through the veil of time and catch glimpses of the future. While foresight is cast, you are never surprised or flat-footed. At the start of the round in which this spell will take effect, you are placed at the beginning of the initiative order and remain there for the duration of the spell. Only a deity can ever hope to move before you. In addition, the spell gives you a general idea of what is about to occur, putting you a few steps ahead of your surroundings. This effect grants a +(1d4+1) insight bonus to your attacks, checks, AC, and saves for the duration of the spell. The insight bonus granted specifically to AC and Reflex saves is lost whenever you would lose your Dexterity bonus to AC.
Arcane Material Component: A diamond lens of at least 5,000 gold pieces in value.
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Post by LostVoices »

Foresight, like most or all divination spells, is only as powerful as the DM allows it to be. This is why rules lawyers hate divination, as it relies on the DM being willing to go by the spirit rather than the letter of the spell description. It is, however, very sticky to sidestep unless you're willing to shortchange a 9th level effect. In order for it to justify it's level, you need a DM both able to give the effect the benefit of the doubt and able to deal with a PC who is muderously difficult to catch off guard. Points for both, DS, in particular the use of it to be aware that mind reading a Darklord would be bad, that may have been why I selected it in the first place ;)

Okay, I'm in, I'll take my toys back and get something up today.
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Le Noir Faineant
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Post by Le Noir Faineant »

Well, as I asked DS already in private, and he(?:)) did basically consent, I would like to join if you let me. I am ready to take WHATEVER character you offer me! :)
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Post by Nathan of the FoS »

Rafael wrote:Well, as I asked DS already in private, and he(?:)) did basically consent, I would like to join if you let me. I am ready to take WHATEVER character you offer me! :)
Welcome aboard, Rafael. BTW, yes, DeepShadow is a he (either that, or he's been holding out on me a long, long time. :elena:)
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