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Ambitious Hearts: Tales from the Forgotten Realms

Game Master Dogbladewarrior


151 to 200 of 862 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

We're safe now. But the only way forward is through this hallway

"Cousin, this is your specialty. I know a spell or two that can help clear the way, but I would rather not waste them."


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

Sparel considers a moment

"Either we attack or bypass them. I could summon creatures, even other black puddings, but I don't have a better trick's for this one."


1 person marked this as a favorite.
Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

"You don't have any area of effec spells that could wipe these guys out? What kinda uber mage are you?"


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

"Oh, is that all it takes. One big flashy spell. " Sparel mocks.

To my knowledge you can summon a wall through creatures. That's my plan. If that's a problem I'l change the plan.

Sparel turns and casts a short spell at the hallway. A shifting multihued wall springs into existence and runs through the majority (if not all) of the oozes. the areas touching the wall burst into fire, acid, lightning, some are even turned to stone, and other effects.

;-)
"Flashy and effective enough? Smartass."


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa in Elf form

"They look more Chaos beast then Black pudding from her, Chaos has warped them. You will need an area spells some thing to get them all."]

She looks on as Sparel dos just that.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Wow, sorry, I coulda sworn I had responded to this. Very sorry I did not

Spare, can you move the the wall at all? or is it fully stationary once cast?


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

Stationary, but I think I can shape it however I want. I'd place enough of it to block them coming at us, but otherwise snake through to hit as many as possible.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Sparel speaks his magickal incantation and throws in a little extra divine oomph. The resulting wall of prismatic energy therefore is sufficient to massacre the entire writhing mass barring there way. Even Sparel is a bit impressed by his spell.

"Nicely done Cousin mine" Akor says with a smile, and continues down the hall, blade ready, awaiting any trouble.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

"Afective"
Is all Rosa says


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Akor Scourgebane wrote:

Sparel speaks his magickal incantation and throws in a little extra divine oomph. The resulting wall of prismatic energy therefore is sufficient to massacre the entire writhing mass barring there way. Even Sparel is a bit impressed by his spell.

"Nicely done Cousin mine" Akor says with a smile, and continues down the hall, blade ready, awaiting any trouble.

Sparel makes a little half-mock bow. "You did ask for flashy. Onward then. " He proceeds down with Akor and Rosa.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

They encounter light resistance, until they reach a long slopping ramp, the bottom of which is a massive pair of iron doors, guarded by an equally massive trio of fiendish giants.

"Well, I am guessing some sort of answers might be beyond those doors"


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Akor Scourgebane wrote:

They encounter light resistance, until they reach a long slopping ramp, the bottom of which is a massive pair of iron doors, guarded by an equally massive trio of fiendish giants.

"Well, I am guessing some sort of answers might be beyond those doors"

"Probably a safe assumption. Let me cast a few spells then I'll start the party."

Displacement, Mirror image (8images),

Haste for everyone:
Haste
School transmutation; Level alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2

CASTING
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Then I'll drop a Black Tentacles in the middle of the group. CMB Grapple 1d20 + 24 ⇒ (5) + 24 = 29 (+5 if the opponent is already grappled) If grappled they take 1d6 + 4 ⇒ (4) + 4 = 8 damage and are grappled. They'll have to break the grapple before they move.

Black Tentacles:

School conjuration (creation); Level magus 4, sorcerer/wizard 4, summoner 3, witch 4; Bloodline aberrant 4

CASTING
Casting Time 1 standard action
Components V, S, M (octopus or squid tentacle)

EFFECT
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

By the way...
This spell can be cast on the surface of the water or on a ship's deck. The tentacles do not attack ships.
Source Skull & Shackles Player's Guide

DESCRIPTION

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa reverts to her true form then cast once the Black Tentacles come to an end or they move away from them, the below.

righteous-might

Becoming the Huge some 37.5 feet tall
Shield of Faith +4AC 20mins
Divine Favor +3TH +3DMG 20mins
Protection from Chaos DC31 20mins
DeathWatch 200mins

Then she gos into smite mode.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Rosa, not nearly enough height clearance for Righteous Might, you can grow up to 20ft. If already 20ft tall, might want to choose a different spell


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Are ok she would not cost it then as shes all ready 16'


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Spugly_fuglet wrote:

Are ok she would not cost it then as shes all ready 16'

At first I thought "Who the hell is this?" Then I realized it's Rosa. lol. Anyway, Black Tentacles will last 19 rounds. They'll probably break free before then.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa Looks on the fiendish giants fight to get out of the Black Tentacles.
She pulls out a small bag,

Wile they are held, I would let my friends feed.

Two spectres fly out and head for head Giants:

Spectre
This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.

Spectre CR 7
XP 3,200
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +17
Aura unnatural aura (30 ft.)

DEFENSE

AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
hp 52 (8d8+16)
Fort +4, Ref +5, Will +9
Defensive Abilities incorporeal, channel resistance +2
Weaknesses resurrection vulnerability, sunlight powerlessness

OFFENSE

Speed fly 80 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain)
Special Attacks create spawn, energy drain (2 levels, DC 16)

STATISTICS

Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
Base Atk +6; CMB +6; CMD 21
Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus
Skills Fly +11, Intimidate +13, Knowledge (history) +10, Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11
Languages Common

SPECIAL ABILITIES

Create Spawn (Su)

Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.

Resurrection Vulnerability (Su)

A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.

Sunlight Powerlessness (Ex)

Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.

Unnatural Aura (Su)

Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.

Other Variants
Corpulent Spectre (+1 CR): Ancient spectres that are able to satisfy their all-consuming rage by engaging in perpetual, gluttonous feasts upon the living undergo a startling transformation, growing in size and strength as their incorporeal bulk oozes and writhes around them in miasmal folds, appearing as an obese, ghostly humanoid. A corpulent spectre gains the advanced creature simple template, and while it doesn’t gain the bonus to natural armor that template normally grants, its Large size grants it greater reach. Although its size category doesn’t change, its reach with its melee attacks increases by 5 feet.

Pathfinder Campaign Setting: Undead Revisited. © 2011, Paizo Publishing, LLC. Authors: Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor.

ECOLOGY

Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
Treasure none

Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.

A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Rosa.Luminass. wrote:

Rosa Looks on the fiendish giants fight to get out of the Black Tentacles.

She pulls out a small bag,

Wile they are held, I would let my friends feed.

** spoiler omitted **...

"Gruesome, if effective." Sparel comments offhandedly.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Between Akor's blade, the spectres, and the spells of the two casters, the giants fall in no time at all. The doors remain impassive, and do not budge when an attempt to open them is tried.

"Think we need a bit more magical might here cousin" Akor says after being unable to open the doors at all.

I was going to make this more of a serious combat, with some actual rolls and such, but work has been too crazy, as people are still recovering from Sandy plus its now Thanksgiving.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa calls the spectres back to there home, and puts the Sack back in her armor. She looks at the two large Magically locked door.


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

Sparel walks up and carefully inspects the door, hinges, and surrounding wall. He adjusts his glasses as he does so.

Studying with true sight and detect magic

tkg:

Knowledge Arcana 1d20 + 37 ⇒ (20) + 37 = 57
Knowledge Dungeoneering1d20 + 27 ⇒ (7) + 27 = 34
Knowledge Engineer1d20 + 27 ⇒ (16) + 27 = 43
Knowledge Geography1d20 + 27 ⇒ (9) + 27 = 36
Knowledge History1d20 + 27 ⇒ (13) + 27 = 40
Knowledge Local1d20 + 27 ⇒ (11) + 27 = 38
Knowledge Nature1d20 + 27 ⇒ (5) + 27 = 32
Knowledge Nobility1d20 + 27 ⇒ (1) + 27 = 28
Knowledge Planes1d20 + 38 ⇒ (15) + 38 = 53
Knowledge Religion1d20 + 32 ⇒ (7) + 32 = 39
Spellcraft 1d20 + 33 ⇒ (17) + 33 = 50


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

Also perception 1d20 + 29 ⇒ (7) + 29 = 36


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa detect Magic on the doors


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

The massive doors radiate strong to near overpowering Abjuration magic, there are also runes scribed in Draconic and Elven. Sparel can easily recogzie the words "Dead" and "Eternal" in Elven. As he studies the doors further, he's struck by the realization of what lies beyond: An ancient Elven tomb.

Sparel:

The magic effect you sense is a Prismatic Wall that has somehow been interwoven into the metal of the doors itself.


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Akor Scourgebane wrote:

The massive doors radiate strong to near overpowering Abjuration magic, there are also runes scribed in Draconic and Elven. Sparel can easily recogzie the words "Dead" and "Eternal" in Elven. As he studies the doors further, he's struck by the realization of what lies beyond: An ancient Elven tomb.

** spoiler omitted **

"An ancient elven tomb." Sparel says with quiet reverence. His hand hovering just over the face of the door.

"The magics in this door are powerful. They'll require powerful magic to bypass."
Sparel looks thoughtful for a moment.

How is the door attached? Is it attached to stone? I'm thinking it may be easier to take out whatever it's attached to than the door.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

The doors and the stone seems to be one seamless whole. As Sparel studies the entire entrance it becomes apparent that Dwarven craftsmanship was responsible for just how perfect door and wall blend together.


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Akor Scourgebane wrote:
The doors and the stone seems to be one seamless whole. As Sparel studies the entire entrance it becomes apparent that Dwarven craftsmanship was responsible for just how perfect door and wall blend together.

"Damn." Sparel say's quietly. "I was hoping to find a short cut, but alas no. In order to nullify this I'll need to cast seven specific spells in a particular order. However, i don't have them prepared at the moment. Though, I do have a plan "B" that I was hoping to avoid." Sparel snaps his fingers and an adamantine tube approximately a foot and a half appears in it. He switches which hand it's in and removes the glove he' swearing and stuffs it in a pocket. The now naked hand unscrews the top of the tube. Carefully tilting it sideways a black rod slides out of the inside into his hand. He carefully grasps and removes the black rod completely out of the tube. He firmly, but gingerly holds the rod free of anything and everyone. "When I touch this to the door it will nullify the magic. Whomever is on the other side probably feels very secure. When the magic is nullified they'll probably prepare to fight. Therefore when I disable the door, the two of you need to rush through and take out any opposition." Looking forlorn at the rod. "I was hoping not to use this. Alas, this is what it's for. When you're ready. "

It's a rod of Cancelation. Since the door is a magic item it should work fine. In case I'm mistaken then Sparel will have to think of something else. Meanwhile, Sparel will wait for reactions or alternate plans, then touch the door and allow his companions to get through.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa walks back a way and her Imp places a large fold out seat so she can see and look at Sparel work, She seems to relax now she is back in her true from.

"I know you will say know, but one with skills like your, could gain a high rank in the pits of hell.

The imp hands some paper work she is late on, quickly she scans it, signs it and hands it back.

"I know its no to every ones taste but wile we fight the hoards from the Abyss, we do have time for other things. I like Zen gardening, its a hobby of mine, Some of the Elf formal gardens, I find most fascinatingly complex, When this city was in its heyday I was told it had a most wonderful set of gardens.

She gets up and the chair is gone in a flash.

"Now for the doors, any ideas"


1d20 ⇒ 19
+30 Knowledge (Arcana)
+20 Knowledge (Dungeon)
+20 Knowledge (Eng)
+20 Spellcraft


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Rosa.Luminass. wrote:

Rosa walks back a way and her Imp places a large fold out seat so she can see and look at Sparel work, She seems to relax now she is back in her true from.

"I know you will say know, but one with skills like your, could gain a high rank in the pits of hell.

The imp hands some paper work she is late on, quickly she scans it, signs it and hands it back.

"I know its no to every ones taste but wile we fight the hoards from the Abyss, we do have time for other things. I like Zen gardening, its a hobby of mine, Some of the Elf formal gardens, I find most fascinatingly complex, When this city was in its heyday I was told it had a most wonderful set of gardens.

She gets up and the chair is gone in a flash.

"Now for the doors, any ideas"


1d20
+30 Knowledge (Arcana)
+20 Knowledge (Dungeon)
+20 Knowledge (Eng)
+20 Spellcraft

Speaking casually without taking his eyes off his work sparel replies

"Yes. And all this rank and power will cost me is my immortal soul." pausing for just a breath sparal continues just as casually. "I'm rather fond of my soul. I intend to keep it from being the plaything of a devil lord or worse. No. I think I'll leave the hells to their own machinations as much as possible. Let them squabble amongst themselves and fight their eternal war on many fronts. I'll just bide the eons away piecing together the inner most workings of the multiverse."


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa smiles as the imp comes back with the paperwork, she ticks it and hands it back.

"new initiative from head office, we have to make and offer to all powerful beings that may be considered useful in the war with Abyss an offer of joining the ranks, well now thats out of the way, what do you think off calling up some Earth Elementals and just making a new door onto this tome all of our own, bypass the doors, that kind of thing, or just teleport past them, ask this but I have a feeling I all ready know the answer"


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Rosa.Luminass. wrote:

Rosa smiles as the imp comes back with the paperwork, she ticks it and hands it back.

"new initiative from head office, we have to make and offer to all powerful beings that may be considered useful in the war with Abyss an offer of joining the ranks, well now thats out of the way, what do you think off calling up some Earth Elementals and just making a new door onto this tome all of our own, bypass the doors, that kind of thing, or just teleport past them, ask this but I have a feeling I all ready know the answer"

Still intent on his work a slightly patronizing "Um. Hummm." is Sparels only response to the devils deal.

In response to the door question, "If I had need for something as goche as an immobile door this is how I would build it. It's a powerful abjuration built into the door and surrounding wall. It's effective at blocking a number of possible bypasses including magical tampering or teleportation. It's a relatively well known trick, but a good one. Even as a well known trick it's still difficult to bypass without special preparation. That's why I carry at least one of these (taking out the rod as described above). You never know when such a thing is useful."


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

Unless someone stops (or if it's determined that it simply wont work) him Sparel will touch the rod to the door. The door immediately stops radiating magic and the rod crumbles to dust.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa will not stop Sparel doing this


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Does the door not get a saving throw? In the description for the rod, items touched get a Will save DC 23 to resist


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56
Akor Scourgebane wrote:
Does the door not get a saving throw? In the description for the rod, items touched get a Will save DC 23 to resist

Yes, though i see nothing that prevents me from holding it every round until it fails. please correct me if I'm wrong.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa steps some way back wile Sqarel works on the door, ready in case it opens all of a sudden and some thing comes out.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Looking over the Rod again last night, I think ima rule it won't work here. The wall isn't a magic item really. Rather its closer to a magic construct, akin more to a golem than a Staff of Power.


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

gotcha. No worries. I'll make an in character post as time permits.


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

In a single movement Sparel puts the rod against the door as he turns his head and blocks his eyes with his other arm. **dramatic pause**

...
...
Nothing happens.

Cautiously Sparel lifts his head from the crook of his elbow and examines the rod on the door.

"Well b$$*~$!s. "

With disappointment showing on his face he retrieves the adamantine tube and carefly reinsertes the black rod. As he secures the cap, puts the item away, then Resecures his glove he says, "Shame that didn't work, but at least I don't have to give up my rod. They're difficult to make."

Looking back to the cohorts, "We'll need a new plan."


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa puts her sword down and walks back to the others.

"So the doors are not what they seemed at 1st, how dos this sound, we summon some large earth elemental's and just did our way in?"


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

Had to wait until I got home to double check, but ...

"I can disable it. It require 7 spells cast in a particular order. I have them available, but it will greatly weaken my spellcasting ability. I want to make sure that's clear before we proceed. My spells, though numerous, are not without limit. "

Sparel examines the wall again

Through a combination of prepared spells and the shifting spell feat Sparel can cast Cone of cold, Gust of wind, Disintegrate, Passwall, Magic Missile, Daylight, and Dispel magic in that order. Before I cast that many spells I want to make sure it's not wasted effort. I don't think I can do that twice today. ;-)

If Sparel is convinced that this is a sound plan he will start casting.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

As the mighty archmage studies the wall, he is positive those spells will dismantle the Prismatic Wall. However, it is possible the doors will need to be breached in some other fashion, though without getting rid of the Wall, there's no way to tell for sure.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

"and once you have cast them that well remove the door?"


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

'There may be something more mundane protecting the door as well, but we'll never know with this spell active. "

Sparel cracks his fingers then proceeds to cast the 7 spell in order to disable the prismatic effect.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Perception checks please

1d20 + 33 ⇒ (2) + 33 = 35 Perception


Speed 40': Fly 50' Init +5; Perception +24;AC 20, T:11, ff:19, F+10, R+9, W+18(+2Ench); +2 SR 18; CMD17 HP: 56/56

Perception 1d20 + 29 ⇒ (12) + 29 = 41


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

Defilers, he thought. Even the mighty hero falls to hubris.

It had been only a month, and yet their taint was pervasive. Only the most knowledgable historians or architects could now tell that this used to be a temple to Silvanus. Now walls were black with painted blood of slaughtered defenders and sacrificial offerings alike. The floors were slick with viscera that a number of oozes and jellies hungrily lapped up. Instead of muted earth tones entwined with fine whites and pearls, the temple was now all manner of hodge-podge purples and blacks with crude metal furniture here and there.

Tialvoron had come here with utmost haste upon hearing the news that the temple, once a thing of art, had been defiled. It was his haste that had been his downfall. He rushed in, slaughtering cultist and beast alike. Slaughtering aberrations, oozes, and cultists alike, Tialvoron cut a swath through one of the entrances of the temple and into the aerie. It was there that he was greeted by a scene he hadn't seen the likes of since the fortress of fiendish orcs he had slaughtered decades past. There were piles of bodies being thrown one by one into a central black pool, while the sickly sweet incense burned by the pile. An image of the Elder Eye Ghaunadaur was conjured over the pool.

Suddenly, he was assaulted by spells from six directions. No good, he thought, one of them is bound to get me. He turned to rush the nearest hooded cultist when exactly that happened. He began to grow heavy and sluggish as movement became more difficult. He struggled against the force impeding him, and as he swung his curved blade downward in an overhead chop, large crystals of ice spread rapidly over his form. His vision took on the blueish hue of looking through tinted glass, gradually becoming thicker and thicker until he could see nothing more but ice. He could feel the cold, even through the protective barrier of his eidolon. I've got ten to twenty minutes before this ice is gone. Unless they're chipping at it now. I don't feel them doing that though. Would I feel it? Why would they? They've got me where they want me. Are they going to throw me in that pool? It's probably some bloated ooze of some kind. That's most likely what they'll do. I will have to be prepared to make a rapid getaway in that event. Now, there is nothing to do but wait, and hope.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Rosa is ready, When all Hounds get there swords they are told what they do.

"I will cut for you, no blade is sharper, no blade is stronger, We blade are forged in hell by the and of lord and master himself, you will use us this is you task until death."

Rosa picks up her sword and ready s to cut her way in if need be.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Rosa, Perception check please


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

1d20 + 38 ⇒ (18) + 38 = 56 Perception

Now that should spot some thing if its off

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