An Age of Deep Waters (Inactive)

Game Master Johnnycat93

Souls: 4,403

Player's Handbook

Ludwig of Albira 52/67
Pengaal 47/66


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Inactive

I'm fine with your rolls, Siegschwert.

Also, isn't there only one flask?

Grand Lodge

Male Human(Northerner)Human || (HP 28/61) | AC:25 | T:12 | FF:23 | CMD 23 | Fort +8| Ref +6 | Will +8 | Init +6 | Perc: -1 | Speed 20ft) [ Armiger's Mark: 6/day, Extended Defense: 1/day || Warder(Zweihander Sentinel) 7

Going to update Siegschwert to level 7 now, then.

Quick question, Spooks: the Replica Sword is sized for a medium humanoid, not a large one? Just asking because I did picture the Flower Knight as bigger than Sieg... what with DS games always remembering how small you are compared with everything.

And on that same note, is there any way to make the sword bigger? I mean away from later "enchanting" it with Impact.


AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7
GM JC Spooks wrote:
The flower witches mask allows one to use detect magic...

Nodoi. I forgot; I'll post something with that once I'm done coding this fakakta thing.


Spooky Skeleton Scarecrow

The Replica Sword is a medium weapon (the Flower Knight was a medium creature, after all). In that regard the Flower Knight is more similar to Old King Allant from Demon Souls as he is roughly the same size as the player. I based the powers that the Replica Sword gained on how Siegschwert described the Flower Knight in this post.

As for increasing the size: I'm not sure there is a way to physically increase the size, but there will be opportunities to modify weapons outside of the normal enhancement/enchantments.


Spooky Skeleton Scarecrow

I may have forgot to mention it but coming back from hiatus everyone is rested/replenished/restored whatever. Back at full health. If you have any abilities that you can use during downtime you would have had 10 hours worth of downtime to work with. You guys can also re-ready maneuvers or spells or whatever.

Don't miss the secret area!


Spooky Skeleton Scarecrow

Does Pengaal have spellcraft in conjunction with detect magic? I think Yuria may be the only person who can identify stuff using the mask.


Female Human Soul-Weaver / Arcanist 6
Ability Counter:
Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

*whistles* Holy shit things blew up in a day. Gimme a few to catch up here xD


Female Human Soul-Weaver / Arcanist 6
Ability Counter:
Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

@Pengaal & Siegschwert

I am of a mind of Pengaal, though my health is a tad flaky, I even respec'd Yuria to have quite a bit more healing abilities, since the "action economy" with her casting offensive or buff spells at the same time was just a mess (and mistake to try on my end xD xD xD)

@Siegschwert clearly you cheated the rolls :3 (jk xD)

@GM JC Spooks she won't touch it unless encouraged to with a diplomacy, she's not too friendly with this environment having seen its old rulers go mad. (Yay, more team building RP! xD)

Ummmmm...... I think that's it. OH- GM, I need to de-level Yuria.

Any changes that makes to her talents list I will let you know as I do so. Other than that, I'll check the gameplay thread here soon, and we'll be ready to rock!


AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7

Nope, he does not have a single point in spellcraft. Do you have a source on the read and divine magic talents? They're not in the player's guide and I couldn't find them on the SoP wiki.


Spooky Skeleton Scarecrow

Please don't roll social checks (diplomacy/intimidate/bluff/sense motive) against other players unless you're doing something like demoralize or bluff. Otherwise it makes me upset.

If Yuria needs to be convinced do it through RP. You can always buy the ring and put it on without knowing what it does or, failing that, figure it out in the coming area.


Female Human Soul-Weaver / Arcanist 6
Ability Counter:
Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

Oh, I didn't figure there'd be an issue so long as I asked for it xD sorry gm xD

OOC I'm not trying to be difficult at all, but Yuria isn't beyond reasoning with. It's just no one has asked her to do it, and she's really opposed to those two peeps. They were one with the darkness and all in her eyes, after all, and her being of the Sun etc. (Flower Witch and Knight)

*Quick edit-

She is opposed to the mask *only* really, and the sword. She is not opposed to being requested in checking out things through spellcraft, JUST items directly related to the Flower Duo.


Spooky Skeleton Scarecrow

You need a combination of detect magic and spellcraft to properly identify magic items, not one or the other.


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Spooky Skeleton Scarecrow

And with that we begin the foray into the second zone.

Please not that the environment is currently a Blizzard with all of the normal rules that come with that (heavy snow, powerful winds, cold).

Keep in mind:

"Secret secrets are no fun. Secret secrets hurt someone."


AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7

Probably should have given the Disciple her ring back. Does anyone have any objection to me spending 200 souls on it? I'm willing to drop a rank in the leveling order in compensation.


Spooky Skeleton Scarecrow

Let's say she gets the ring back unless you're committing the souls right here, right now.


Female Human Soul-Weaver / Arcanist 6
Ability Counter:
Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

Psh. It's 200 souls, and it doesn't look like we are really spending the souls on anything else. We know for each of us to level up to level 7, we need 1200- the ring may contribute something we need more than the other listed items.

Commit the souls, then practice with the ring to see if you can get it to do anything.


AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7

Alright. Souls committed.


Spooky Skeleton Scarecrow

Bump for the folks on the mountain.


Female Human Soul-Weaver / Arcanist 6
Ability Counter:
Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

Technically, me and Pengaal are also on the Mountain.

Should I narrate a groan? xD xD xD

Perhaps Yuria is a mumbler in her sleep.....

Grand Lodge

Male Human(Northerner)Human || (HP 28/61) | AC:25 | T:12 | FF:23 | CMD 23 | Fort +8| Ref +6 | Will +8 | Init +6 | Perc: -1 | Speed 20ft) [ Armiger's Mark: 6/day, Extended Defense: 1/day || Warder(Zweihander Sentinel) 7

Posting in less than an hour, yesterday before sleeping I posted but it seems that Paizo hungers...


Spooky Skeleton Scarecrow

Does anyone have survival? It may be pertinent to find some kind of reprieve from the weather before tackling the mountain. Yuria, especially, is at risk of freezing to death. These saves are coming once every 10 minutes because of the temperature and damage suffered from cold weather can't be recovered until you're out of the cold.

Grand Lodge

Male Human(Northerner)Human || (HP 28/61) | AC:25 | T:12 | FF:23 | CMD 23 | Fort +8| Ref +6 | Will +8 | Init +6 | Perc: -1 | Speed 20ft) [ Armiger's Mark: 6/day, Extended Defense: 1/day || Warder(Zweihander Sentinel) 7

Me have! I got +10 total, so it's a humble skill, but a skill nonetheless.

Survival to Know the Weather: 1d20 + 10 ⇒ (14) + 10 = 24


Spooky Skeleton Scarecrow

Ok, with that result you can extend a +2 bonus to the fortitude saves for yourself and the rest of the survivors. The bonus increases to +4 if you are stationary. The DC will keep going up with subsequent saves, though, so you can't stay out forever.

Next, someone may want to make a Survival Check DC 15 to avoid getting lost. I'm going to impose a -4 penalty to this check due to the severe conditions. Additionally, you all are moving through heavy snow - each square costs 4 times the movement. That is to say, you all are moving at a quarter of your normal pace.


Female Human Soul-Weaver / Arcanist 6
Ability Counter:
Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

yay! Freezing to death! xD Praise the S-

Nope, too cold.


Inactive

We can always make a survival check untrained.

Survival DC 15: 1d20 - 4 ⇒ (1) - 4 = -3

Siegschwert, I think you will handle our survival rolls from now on. :)

Grand Lodge

Male Human(Northerner)Human || (HP 28/61) | AC:25 | T:12 | FF:23 | CMD 23 | Fort +8| Ref +6 | Will +8 | Init +6 | Perc: -1 | Speed 20ft) [ Armiger's Mark: 6/day, Extended Defense: 1/day || Warder(Zweihander Sentinel) 7

Is it possible taking 10 to avoid getting lost? If it is, then even with the -4 penalty we are looking at 16.

If not...

Survival: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8

We dun f&*+ed.


Spooky Skeleton Scarecrow

Hmm...

Taking 10 is usually not an option when you're sufficiently distracted (and I personally consider a blizzard to be very distracting). However, you're all already in a tight spot.

I'll make this concession: you can take 10 for this check, but you have to move at half speed while doing so (so 1/8th your normal speed in this case).


Female Human Soul-Weaver / Arcanist 6
Ability Counter:
Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

So it's going to look like I'm playing heroic "save the girl" music.....

I can carry you!

Grand Lodge

Male Human(Northerner)Human || (HP 28/61) | AC:25 | T:12 | FF:23 | CMD 23 | Fort +8| Ref +6 | Will +8 | Init +6 | Perc: -1 | Speed 20ft) [ Armiger's Mark: 6/day, Extended Defense: 1/day || Warder(Zweihander Sentinel) 7

I'll take slow but sure advance over "we are f~~@ing lost, in a snowstorm, with unconscious peoplw", thanks sir. ^^


Inactive
Sir Siegschwert of Eissenhorn wrote:
Everybody remember to add +2 because of my Survival roll.

That would be 16, 28, 18 for me. I pass, yay!


AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7

Whups, yep, that's a pretty significant bonus. Pass all around for me as well.

Grand Lodge

Male Human(Northerner)Human || (HP 28/61) | AC:25 | T:12 | FF:23 | CMD 23 | Fort +8| Ref +6 | Will +8 | Init +6 | Perc: -1 | Speed 20ft) [ Armiger's Mark: 6/day, Extended Defense: 1/day || Warder(Zweihander Sentinel) 7

Siwgschwert always protects, mark my words. ;)


Spooky Skeleton Scarecrow

Ready to move forward? Another Survival track to not get lost, please.


Female Human Soul-Weaver / Arcanist 6
Ability Counter:
Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

Yuria is prepared to die.


Spooky Skeleton Scarecrow

This creature is your first large monster. Considering the circumstances, the odds aren't exactly in the groups favor. Nevertheless, here are some additional rules for large monsters:

  • Some amount of the Creatures HP is divided up to the limbs. Limbs can be attacked and destroyed separately. Each destroyed limb hampers a creatures capabilities.
  • Large creatures take 1/2 damage from Bludgeoning or Slashing attacks that are not directed at a weak point.
  • Unless otherwise noted, all attacks made from the ground are directed towards a limb (typically a leg)
  • Characters may try to climb a creature to get at a weak point.

    Questions? We'll try this out for now. If people really don't like it I won't use it again.


  • AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7

    Great, now I have the theme from 'Sinbad' running through my head. If only I had a shield to slide down the mountain on...


    Female Human Soul-Weaver / Arcanist 6
    Ability Counter:
    Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

    Lol.

    In the meantime, Yuria blesses everyone! Woot! lolol Run woman run.

    Also, I can't believe a like 5 GP item would solve our problem so that we no longer took cold damage xD xD xD damn it xD


    Spooky Skeleton Scarecrow

    I don't think anyone who has ever needed endure elements has anticipated needing endure elements.

    The more pressing issue being that each square costs 20 ft of movement to walk through. That's like 8 move actions for Siegschwert.

    Grand Lodge

    Male Human(Northerner)Human || (HP 28/61) | AC:25 | T:12 | FF:23 | CMD 23 | Fort +8| Ref +6 | Will +8 | Init +6 | Perc: -1 | Speed 20ft) [ Armiger's Mark: 6/day, Extended Defense: 1/day || Warder(Zweihander Sentinel) 7

    8 move actions... or one f%$@ing awesome one on one duel with a winged abomination.


    AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7

    ...whups. I completely forgot everything was difficult terrain and calculated accordingly...


    Spooky Skeleton Scarecrow

    Jumping ignore difficult terrain, but you won't be able to get a running start so the DC is adjusted accordingly.


    AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7

    Leaping Dragon actually counts you as having a running start regardless.


    Spooky Skeleton Scarecrow

    Well there you go then, you'll be able to move about just fine.

    Just waiting on Felicia.


    AC: 25 T: 20 FF: 16 | CMD: 23 (25 v. Trip) | F. +10 R. +11 W. +13 | Init. +6 | Perc. +6 | Speed: 30ft | Armiger's Mark: 6 | Conditions: None Dervish Defender Warder 7

    I'm going to be camping in rural Appalachia leaving Friday and returning Sunday; wanted to give you all some advance notice. I'll be trying to update on my phone but I might not have signal. Feel free to bot me if necessary.


    Inactive

    Sounds like fun. We have a lot of mountains in the area, but I went camping only a couple of times and it was a long time ago.


    Spooky Skeleton Scarecrow

    Will move it forward tomorrow.


    Female Human Soul-Weaver / Arcanist 6
    Ability Counter:
    Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

    Next talent is definitely going to open up Pyromancy :P


    Spooky Skeleton Scarecrow

    Just waiting on Felicia


    Female Human Soul-Weaver / Arcanist 6
    Ability Counter:
    Spell Pool 5 / 14 | Arcane Resevoir 6 / 6 | Channel or Blessings 0 / 7 | Bound Nexus 6 / 10 |

    Hey GM-

    So, I just noticed in the Player's Handbook, the only basic casting of the miracle sphere that doesn't list use of a spell point is the lightning bolt-

    Do lightning bolts actually not consume a spell point, or do they consume one like the other basic abilities?


    Spooky Skeleton Scarecrow

    If it doesn't say it costs a spell point, then it doesn't cost a spell point.

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