DM Brainiac's Ruins of Azlant: Gills and Grit! (Inactive)

Game Master Brainiac

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Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Gideon is mostly updated for me, though I'd like some help picking out the extra level 2 spell that I get. The ones that seem like they might be most useful are:

Blindness/Deafness
Cure Moderate Wounds
Invisibility
Mirror Image
Suggestion

Any thoughts on those choices?


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Invisibility. I can imagine situations where we all benefit from that :)


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Woot! Level 6!

Terana Murkwater wrote:
Invisibility. I can imagine situations where we all benefit from that :)

FYI: I haven't used it much but Weyve can cast Invisibility. It is from his Shadow mystery.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Weyve mostly just gets spells at 6th level, but he gets a bunch.

He gets these automatically:

Cure serious wounds (Bonus Spell), deeper darkness (Mystery spell), shadow enchantment (Dark Secrets Revelation)

My new third level spell will be summon monster III.

My favoured Class bonus gets me another 2nd level spell, and getting rid of summon monster II gets me one more.

How do people feel about resist energy and bull's strength?

I also get:

+7 HP
+1 BAB
+1 to all saves
Healer's Way increases to 3d6
Bonus to Herbalism increases to +3
5 skill ranks
* +1 Perception
* +1 Stealth
* +1 Use Magic Device
* +1 Diplomacy
* +1 Spellcraft
2 background skill ranks
* +1 Knowledge (history)
* +1 Profession (herbalism)


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Well I'm a big fan of Bull's Strength! Resist Energy never hurts either :)

re. Invisibility: Having two casters with it isn't a bad thing. If we want to hide the whole party then that means 2-3 slots from each caster rather than one giving up all his second level spells.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

GM Braniac:

I have a few questions about rules.

#1: How do you feel about the idea of applying the Undercasting Rules (from Occult Adventures) to summon spells?

Undercasting Rules:
Undercasting Spells
Quote:

Some psychic spells can be undercast. This means that the spellcaster can cast the spell at the level that he knows, or as any lower-level version of that spell, using the appropriate spell slot. When a spellcaster undercasts a spell, it is treated exactly like the lower-level version, including when determining its effect, saving throw, and other variables. For example, a psychic spellcaster who adds ego whip III to his list of spells known can cast it as ego whip I, II, or III. If he casts it as ego whip I, it is treated in all ways as that spell; it uses the text and the saving throw DC for that spell, and requires him to expend a 1st-level spell slot.

Whenever a spontaneous spellcaster adds a spell to his list of spells known that can be undercast, he can immediately learn a spell in place of each lower-level version of that spell he knows. In essence, he loses each earlier version and can replace it with another spell of the same level that is on his spell list.

The logic here is that when calling up combat pets, generally casting the spell at anything below the highest level is pretty useless. Even the best summons possible often are eliminated in a single round.

Applying this rule would give me the chance to automatically swap out the lower versions of the spell without spending one of my swaps that are only available to me every second level. Also it would make it possible to summon a dog to fetch my shoes without burning a high-level slot.

#2: How do you feel about the Holy Water Assault feat?

Note that there are two options in this feat that I envision possibly using:
* Healing glyph, and maybe:
* Concentrate holy water.

The Healing glyph ability effectively allows you to create items that are to all intents and purposes healing potions, except they are opened instead of drunk. The cost ends up being a vial of holy water, which is way less than normal for a potion.

#3: If the answer to the above is yes, is there any chance Weyve would be able to identify a "holy" plant that could be used to make holy water? Assuming the material cost is the same? Answering yes would allow me to use Profession (herbalist) instead of Alchemy for the Concentrate holy water feature above.

#4: At 7th level my Healer's Way ability allows me use my lay on hands to remove status effects with a Profession (herbalist) roll. Any chance this would count as the mercy paladin feature for the [url=http://aonprd.com/FeatDisplay.aspx?ItemName=Greater%20Mercy]Greater Mercy feat?


#1: You can make use of the undercasting rules.

#2: That feat is fine.

#3: That's fine too.

#4: Yep, that's fine as well.


INACTIVE - GAME DIED

Decided to stick with gunslinger (bolt ace) for now, pick up the extra AC bump this level, probably will stick it out through at least level 8 (get the deeds at 7 and more grit at 8). Then likely to multiclass into slayer (sniper).

Gunslinger (bolt ace) 6
+1 BAB
+8 hit points
+1 Fort, Ref, Will saves

Nimble +2

+¼ grit (human favored class bonus)

Skills: +1 rank each of: Acrobatics, Climb, Disable Device, Perception, Survival, Swim; Craft (weaponsmith), Knowledge (engineering)

I better get a lot more bolts, since now I can make two shots around when I full attack.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Class: +1 Bard(Archaelogist)

HP: +6 (5+1 CON)

BAB: +1 (Total +4)

Saves: Fort +2/Ref +5/Will +5

Spells: +1 2nd-level (Invisibility)

Skill Adventuring Points: +9
+1 Diplomacy
+1 Disable Device
+1 Know(Arcana)
+1 Know(Engineering)
+1 Know(Planes)
+1 Know(Religion)
+1 Perception
+1 Sense Motive
+1 Spellcraft
+1 Survival
+1 UMD

Background Skills: +2
+1 Craft (Jewelry)
+1 Know(Geography)

Special Abilities: Clever Explorer(Take 10 & Magical Traps), Evasion, Trap Sense +2


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Can I retrain Spear Dancer into Quick Draw? No-one (including me!) ever remembers Dazzled, and I was rereading the gameplay and realised I have a seaborne greataxe now (from the very first fight I was part of with you guys!). If I could switch them more easily then that fight in the cave with the whissak would have been much easier!

On a linked note - anyone want a +1 trident? :)


That's fine.

Are you ready to head to the hag's tower, or did you want to do something else first?


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

I think we should go let Ramona know what's been going on. It's been a while since we went to Talmandor's Bounty and I'm sure everyone there would appreciate knowing that we're still alive. Maybe even pay a visit to Oorka's people on the way so they know she's alright, too. We could also use the time to get try and get any last-minute supplies we thing we might need from the locathah that could be potentially helpful in the fight against the hag.


INACTIVE - GAME DIED

Good call. In specific, I really need more bolts - I'm down to 19 and will now be firing 2/round most of the time.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Sounds like a plan. As long as I get sleep I can pretty much go and go, but you lot without gills and so forth need the help! :P So back to TB it is :)


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Character profile is updated with level 6 stats and the +1 rapier. I'll have a quick browse through some gear options for when we take on the hag.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Hello folks.

I'm afraid I've been bedridden for several days. My stomach is still in knots but I'm starting to feel better and I hope to catch up soon.

Bot me in the meantime if necessary.


Feel better soon, Weyve!


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Indeed! Prepare remove disease every day!

Best wishes.


So, what's the plan, friends?


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Carry on and deal with the hag I think...


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Would it be common knowledge that hags are of the monstrous humanoid type? If it is I think we should send the locathah to try and find any weapon at all that might have the Bane (Monstrous Humanoid) property; preferably a bow or a simple weapon, but with Terana being a paladin, anything at all (other than something exotic) would be of use.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Or perhaps monstrous humanoid bane crossbow bolts for Tobar? Arrows for Gideon?


RETIRED - divine guardian of the Compass (Ruins of Azlant)

If they have that kind of enchanting power there's other things I'd like!

Maybe combine the plans, let it be known we're heading out to the Locathah village, then sneak back in for a day or two. Just send a message instead and meet them half-way? That way we could save some of the time involved.


Availability: 1d100 ⇒ 83
Days: 2d6 ⇒ (6, 6) = 12

Yes, you would know hags are monstrous humanoids. The locathah can purchase monstrous humanoid bane weapons for you from Talasantri, but it will take them 12 days to acquire them and return.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

You would roll the absolute max on that...what do you guys think? Is it worth waiting nearly two in-game weeks to get some gear for hag-hunting?


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Gives us time to try and catch what's going on in the colony...


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

That's a fair point. For the record, I'm fine with waiting. I still say we need to take all measures of precaution we can I'm the interim.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

So send the message to the Locathath - maybe Terena and Oorka since they're the newesr/most noticeable. The rest of you leave with us and then circle back to watch the town for a few days?


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

If any of you guys are in Canada, Happy Thanksgiving!

Those of you in the US, Happy Columbus Day (or Happy "Guy Who Was Looking For China and Ended Up In Puerto Rico" Day).


Thanks, Weyve.

So, everybody is on board with the waiting/lurking around town looking for troublemakers? Assuming yes, I will post in the morning to move things along.


INACTIVE - GAME DIED

Sure! (I reloaded.)


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Yeah, I'm good with it. Still think we should keep most people together... spread out isn't gonna make figuring out what's going on any easier.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Yep, works for me.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Shouldn't be too long a split scene - Terana and Oorka will come back as quickly as they can :)


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

So what are everyone's thoughts on the play here? Should we try a Daze? I also have Hold Person if we want something that would be a little tougher to resist.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana will defer to the rest of you - she's not a magic user for a reason! :) Daze is probably most efficient. If someone seems inclined to resist then maybe the Hold Person?


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Does anyone in our group have the Daze spell? Gideon doesn't and I don't see it on any other profile. We'd have to rely on an NPC that has it if we want to try that. Do Ramona or the clerics have it?


Ramona doesn't have daze, but she can cast charm person 5 times per day.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Ramona tests the clerics and then they pray for it and test the rest of the colony.

In fact... plan! Say that we've discovered some sort of virus/disease/plague out in the jungle. The clerics have a magical cure/preventative measure and want to cast on everyone to make sure. Warn them that it can make them a bit dizzy/light-headed.

Hopefully that sets them up not to resist the magic and will give us clear results! :D


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Would using a spell like Charm Person work on a person you were already friendly with, though? I do think the ruse of discovering a virus or disease from the jungle that required screening for is a great idea, though.


I suppose if somebody is already friendly, charm person wouldn't really do much.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Are there any clerics in the settlement who can cast augury?


Yes, both Eamon and Kurvis can cast it.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Presumably with Charm Person they would do something mild that they wouldn't normally do. Kurvis might try to tell a joke for example, or Eamon would tidy up the shrine for example. That could work...


INACTIVE - GAME DIED

What about locate creature? Say "locate Eamon" or something, then if he's standing right in front of you but the locate spell says he isn't there, boom.


That's a good idea, except it's a 4th level spell which means nobody in the colony can cast it yet.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

I think our best bet is going to be using Hold Person to try and temporarily paralyze anyone we're worried might've been replaced, explaining that we're testing for the presence of a tropical disease that was recently discovered, and tell them not to resist the magic of the spell when it's cast on them, and try casting it at least twice, just in case they roll a good save the first time. It's not really a big deal for me to have to use a 2nd-level spell a couple times since we probably wouldn't go out to confront the hag before we had fully recovered all our spells anyway. Hold Person would be a little harder to resist, too, since it's higher level.

What do you guys think?


RETIRED - divine guardian of the Compass (Ruins of Azlant)

But if they've been replaced by a shapeshifter then we'd need hold monster no? They're generally abberations not humanoids. IC Terana could tell you that there are abberations that can shapeshift, but not about the magic side!


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

We would need hold monster for holding a shapeshifter, sure, but my thinking is that if we use Hold Person on them and it actually works, we know that they're really human(oid). Since it's very unlikely that a shapeshifter falls under that umbrella, we know that if the spell works and paralyzes the target, they really are humanoid.

It's certainly not a foolproof method of detection, as making the save would throw it off; that's why I'm suggesting using a ruse (such as checking for a tropical disease) to convince them not to resist the magic. If they just let the spell work, and it paralyzes them, they're humanoid. If they let it work, and it doesn't, then they aren't.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Go for it! :) all my suggestions are strictly OOC. Terana doesn't do planning like this.

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