Motteditor's Witchwar Legacy PBP (Inactive)

Game Master motteditor


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Hey all, hopefully we can get started with the campaign soon.

Feel free to discuss character builds here -- I haven't had a chance to look at any of your mechanics yet -- and whether you want to try to take any teamwork feats, go in on magic items together, etc.

You can also discuss how you know each other if you want to get more in depth on that, though I'm happy to hand wave and say you've encountered each other in the past and had some adventures together.


My Oracle has one feat left over that I have not picked yet, if anyone wants me to pick a team work feat, let me know.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Thanks, motteditor. This should be fun!

I was able to get a lot of Lefty's spellbook done, so it might help to check out his shtick. He's mostly a scout/sneak-blaster, and only has 7th level spells, so he's not a great arcane buffer.

We have 3 divine casters and a bard, so buffs shouldn't be a problem! LOL

As long as Turfoodle knows haste, that leaves Lefty free to blast away. He knows other spells, too, so with a full boat of casters, we should be fine.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yeah, none of the pure arcane casters completely caught my eye for this adventure. But since we also don't really have a pure fighter class as the frontline guy, I figure you may need all those buffs.

I'll try to start looking over characters whenever you're all ready, though since it's my first night back at work (and I think we have a pointless meeting I have to attend to teach my department something I already know), I'm not sure I'll get to do too much of that tonight.


Wow! Playing such a high level will be a different experience. Never made it past level 12 before!

I'll have to add in the every-four-level stat bumps, which I totally forgot about in creation. I haven't decided whether or not to put them all in Wisdom for the extra high-level spells, or physical stats to increase his beefiness.

Is the idea that we're a high-level adventuring party, or just a group of powerful folks who end up in the same tavern? I'm okay with us being a cohesive group already. I'm sure somebody's backstory would lend well to having a group that could get this powerful. Fighting demons in the Worldwound, maybe?


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

It's sorta early, but I don't know how fighty the other guys are. A super strong bear (or elemental) sounds like fun, though.

I think the idea is that we know each other somehow. Lefty's sort of an "in it for the loot" mercenary type, so he may have adventured with any or all of you in the past. He'll be teleporting to wherever he thinks you are. He got news that something big was up in Irrisen, so he'll find the group one way or another.

Just look for the dwarf with the big, nasty pet!


(Saracen of Arshea)HP:10/37;Init+3;Senses low-light vision;Perception+7

I hope people do not mind me 'Dotting' this page so as to keep tabs on things? Am happy to watch and maybe offer to pick up a spot if some one has to drop out. *Bows*

Silver Crusade

HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

Tanks for allowing me in the game.

I think I will drop the seperatist Fire Domain build and go Mendev Priest instead. That will give us a little more of a Tank, and also it seems pointless to have a Fire Cleric with a Fire Oracle, redundent and the Oracle will far overshine in that area.

I'm sent on a vision quest over there, but would like to have some background with the other players. For a time between fleeing ustilav and going to Mendev, I travelled some, so that could easily be another hook we could build off of, if not either Mendev or Ustilav.

So far, the build I'm thinking of is a Longsword and Shield TWF (due to the Feats from Crusader Ultimate Combat). I believe, just doing a rough draft, (I'll put it up soon) I have 4 Feats free still.


Having this many divine casters means we don't all have to prepare status removers. I'll keep some reincarnates, just in case, and somebody needs restorations and death ward.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yeah, I definitely wasn't expecting to get this many divine casters, but none of the more pure fighters quite grabbed me and since you said Ryarg could function as a sort-of tank, I figured that could work. Having Saint Germaine also take some of that role will also help. Playing at high levels, there are a lot of options, so I figured that would make up for no pure fighter or arcane caster.

Sunset, please feel free to follow along. Hopefully it'll be fun for everyone. My Realm of the Fellknight Queen game goes on hiatus starting at the end of the week so hopefully we can start on Friday/Saturday (though of course, I realize weekends can be a little slower posting for some people).

Silver Crusade

HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

Would you have any issues if rather than buying everything specific, I said I set aside 10,000 gp for costly spell components and spent 2,000 gp on Mundaine Gear from the Core book (rope, rations, etc. . .)?

It is just for ease of play at this level.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That seems fine to me. Honestly, unless you want some of the more expensive things -- a telescope, for example -- I'm fine with setting aside just 1,000 for mundane gear. (Though that wouldn't include alchemical supplies.)


I don't mind, but I don't have a lot to contribute to such an endeavor. I was basically buying for two, so I squeezed very copper. He is literally down to a couple gold and a handful of silver.

I can nix something, though, in order to be fair and contribute. He doesn't need those wands with this many people. He can spend three thirds to learn three extended communal endure elements, enough to last an entire day.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Why don't we each contribute say, 500 gp, and presume we have a good supply of ropes, bags, flint and steel, etc? I've got a lot of gold left over, so I can pitch in for anyone who's short. Just simpler that way.

Also, a little about sneak attack:

Spoiler:
I already said I think sneak attack damage should be added to every attack roll in a direct damage spell (sorry, Telekinesis): Three rays, three chances to add sneak damage. They go off simultaneously, so how does one ray warn your target(s) of the other two?

Others, quite reasonably, say you only get it on the first ray because you're sniping, which only allows one attack, and Scorching Ray is a single attack that happens all at once.

The math: An AT, as a 14th level character, finally gets three rays. By my method, he can add 4d6 to each ray. Each attack has the potential to do an average of 28 damage, if it hits. That's an average of 84 damage, if they all hit. I will grant that touch AC is usually much easier to hit than normal AC, but there are still a number of reasons why this attack could be ineffectual.

The same spell, with only the first ray adding 4d6, averages 56 damage, if they all hit. A full-attacking 14th level rogue with 3 attacks does 21d6, or 73.5 average damage, if they all hit, before adding in weapon damage, which should bring the average damage up to over 90.

An average CR 14 monster has around 200 hit points. They all have various resistances, immunities, DR and SR. Neither of these sneak attacks are likely to do much damage if the right weapon or energy type isn't employed.

Another Thought about Sneak Attack in your game:

Another suggestion for players with 3.x GMs is to try allowing sneak damage like you do with a weapon attack. To get sneak damage on all your Scorching Rays, say it takes a full round action like a full attack does. Say the trickster has to concentrate just a little longer than normal to aim all the rays just so for maximum effect.

That doesn’t step on other rogues’ toes, and makes the trickster have to work a little harder to make his spell really do its worst, just as a rogue has to to get multiple sneak attacks.

Just a thought that might be a reasonable compromise for some GMs. Still, in my PF, you get sneak damage on all your rays whenever it applies. You’ve earned it.

From the guide.

I'm ok with however you want to handle it. I think it applies to spells that make energy, like evocations or even necromancy, but not spells like telekenesis, since they don't do direct magical damage.

Magic missile gets it once per target, like toppling spell, not once per missile. Mage's sword would get it on the first round, only. JMO, but whatever we do, let's just have it straight up front. There aren't any hard rules for it now, though there's lots of debate.

I suggest we try it my way, and if it's OP, we'll both probably agree, and we can try something else. This will make a good playtest for all the "spell sneak attack debates." I haven't played a trickster at this level since PF came out, so I hope this game will give us some insight into how to work it.


On the point of the party previously adventuring together, I think I prefer that. It pretty much slides in nicely with Krokod's backstory though arguably the group, if it has been around for awhile, may have had some high turn over or changes. In fact, a bit of quick brainstorming about the adventuring group's history might be kind of fun. Folks could decide who's new to the group, and who's been around almost since the beginning of it. It might even let us make some NPCs who are either dead (and not easily raised) or 'off camera' in some other land.

Perhaps the group HAD a fighter who died nobly and went onto his reward, or a paladin who became pregnant and is now raising her child. That kind of thing.

Silver Crusade

HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

My backstory prohibits me from being too old, unless I was, like the pregers Pali, a ember a long time ago, left for personal reasons, and am now coming back. I can also be new to the group, so either wors for me. I just like to put alittle into group creation as well as character creation.


Does anybody's backstory prohibit us all meeting in the Worldwound, fighting demon incursions with St. Germaine, then following him on his vision from Pharasma? I can certainly see Ryarg and Bern helping out with such a pursuit, provided nobody wanted him to be in charge of everything, and even if the rest of you have backstory reasons why that wouldn't work out, I'd like to go that route, with Gemaine's permission.

By the way, GM, how do you feel about Druids using one of their Pet's stat bumps for Intelligence? It never occurred to me before to do that until I was reading the forums and guides about Druids. Is that cheese? Part of me is attracted by the idea, simply because I've always played Bern as almost-knowing, slightly anthropomorphic, in the few halting games I've tried to play him in. Part of the fun of Ryarg is the comedy team between the two of them, with Ryarg being the straight man and Bern the funny one, but I've always written it that it only "seems" like Bern is thinking thought "X". If I bumped his intelligence, then it would be more believable.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

lefty's got no problem knowing any of you. He goes where he thinks there's loot to be had, so he may have been involved with anyone. Worldwound? Sure. Demons have treasure...lol

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I see no reason why an animal companion can't get a stat bump for Intelligence. It doesn't feel at all cheesy to me: I'd think a druid's animal companion would be smarter than the average bear (to steal a phrase).

I love the Worldwound idea. I had a failed PBP I played in where we were all participating in a crusade. Sadly, fell apart despite the DM's best efforts.

Lefty, let me look into that sneak attack issue. Probably won't have time until tomorrow, though.

Silver Crusade

HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

No that's perfectly fine by me. Don't feel constricted by it though.


The Worldwound is a threat to all, and my Oracle is a Kellid (Admittedly from the Mammoth Lord lands so not at ground zero for it) so heck yes, he'd have plenty of reason to go along.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Just FYI, if we're setting it up so you're all in Mendev, I may change your intro to the adventure a bit. You'll have heard rumors that Kostchtchie, the Demon Lord of Giants and Cold, is trying to recover an artifact from an icy necropolis called The Veil of Frozen Tears in frozen Irrisen, far to the west. We'll probably start the game with you larning of this rumor/news in Mendev...

ETA: Feel free to just get any cold-weather gear you want during creation. We'll pretend you actually buy it as you prepare to investigate what's going on.


That would be dandy.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Anybody seen flykiller?


Ok.. Question for the group, as mentioned, we have plenty of divine types. That being the case, should I focus less on healing for my spell selection on my oracle?

Shadow Lodge

Yes, though an Oracle gets Cures (or Inflicts) for free. Breath of Life and Lesser Restoration would be good, as the quintessentia Healer issue is that there is no one to help them out when they go down, and if you can focus on healing yourself more or less, we can all enjoy some other spells and lighten the Healer role a lot on everyone.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

The arcane casters can self-heal, too. Even Lefty has a CLW wand. I think 2 of you can focus on divine-powered tanking while the 3rd can hang back and do buff/control. SG has the whole list available, even if we have to wait a day. This may be a race against time sort of thing, though, so we may not be able to wait a day...

I think the druid's going for tankiness, and of course, he can summon the crap out of some animals if we need it. A flame oracle can toss fire spells almost like a sorcerer, so maybe he would be a good one to hang back and cast, I dunno. Just my 2 cp.


Fixed ability scores and cash. Also switched Starlight Summons for Quick Wildshape as Sunlight Summons negated most of Starlight Summons, and the ability to change not a huge bear instantly and full attack your face off was just too much fun to pass up.

Question: since we're probably starting in Mendev and making our way to Irrisen, is it okay for Ryarg to have used the seven day version of shambler during the journey?


Male (3 out of 4 first level spells left) Human (Irrisien) Sorcerer (Fire)- 1/HP: 6/8, AC 11 (t 11, ff 10); F: +1, R: +1, W: +3; Perc +1//Init: +1

Ok. Here's Krokod, but I realize that in my attempt to add flavor with names for some of his magic items it seems to be leaving out some important details on same. I'll try to edit those in soon.

His characteristics in the first area are only the base. The actual write up takes into account the items I bought him. I also need to pick his last feat if someone wants him to take a team work one let me know.

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Ryarg, I see no reason why you wouldn't have been able to use it (assuming you do go by land, since at your level you could have other option), but I don't see it on your spell list...

Also, thanks so much for linking all your spells. It's much appreciated.

Hmmm, hopefully Flykiller will stick his nose in shortly.


(Saracen of Arshea)HP:10/37;Init+3;Senses low-light vision;Perception+7

I mean, them's what fall behind.....? *Whistles innocently*


I created a standard adventuring day list. Shambler, given that it lasts seven days, is a spell he'd prepare when he thinks he might get in trouble down the road, renewing it every seven days.


Hello there and sorry, I have somehow managed to miss the final selection! Raulzig will be up and running shortly.

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Ah, got it, Ryarg. Hoping to get a chance to look over everyone today (though at 17th level, I'm mostly trusting you guys since I'm not doing THAT much number crunching).


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

There's a lot to keep track of. I'll just run my guy as best I can. I've gone over him a couple times, and caught a few of my own mistakes. I'm fairly confident he's 100% right, now.

We'll probably start some fights buffed to the 9s, so whoever casts a spell on the party can list the bonuses and their types, then everyone can do their own math to figure out what stacks with what.

It's easier if you've played the same party for a few levels, since you're familiar with what the spells do. The nice thing here is that you have time to add it all up before you post.

Another thing that seems to get more important as power level goes up in PbP (my goblins are about to crack 8th) is going in order. You many not even have to take your turn if the guy ahead of you stops the enemy with a powerful spell. If he casts a buff, you'll want to figure it into your next action. You don't want to post a bunch of attacks, then find out you had another one because the other guy was going to cast haste, but you went ahead of him.

The GM has enough to do just running the monsters! lol

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hmm. I usually like to have everyone post actions for a round and then I'll adjudicate, but I haven't run a high-level campaign yet, so if that doesn't work, we can go in order.

I think what I'll ask is if you can each list a real base stat block (see below) for each combat round. That'll just let me have a quick look instead of having to open up each profile to find AC and whatnot. The full attack line will let me easily throw in an attack of opportunity if I need to...

Sample stat block stolen from another PBP:

Round 3, initiative 21
ac 20, touch 14, flat-footed 16
fort +5, ref +4, will +0
cmd 19 (20 vs disarm)
hp 20/28
effects: grappled
Full attack: +5

Also, feel free to let me know what is and isn't working in the discussion thread. I'm more than open to suggestions; I've been a PBP DM for almost a year and a half now (wow), but this will be the first game I've done it at really high levels in this format -- heck, I think 15's the highest I've gamed at in real life and I was a player in that campaign.


Built the character, but haven't selected the gear yet. Will do so tomorrow.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment
Raulzig Turfoodle II wrote:
Built the character, but haven't selected the gear yet. Will do so tomorrow.

So glad you made it! :)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, starting to look through the character sheets:

Lefty, what level are your scrolls?

Krokod, under special abilities, looks like Burning Magic cuts off.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

They're at min. caster level, except for displacement.


Male (3 out of 4 first level spells left) Human (Irrisien) Sorcerer (Fire)- 1/HP: 6/8, AC 11 (t 11, ff 10); F: +1, R: +1, W: +3; Perc +1//Init: +1
motteditor wrote:

OK, starting to look through the character sheets:

Lefty, what level are your scrolls?

Krokod, under special abilities, looks like Burning Magic cuts off.

Oppps. Hero lab seems to have only gone so far with it. There you go, I put in the rest manually


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Is this allowed? If not, no sweat. It's just dramatic.

I'll double check the scroll math, and post the caster levels.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Agile? Sure, I don't see a major problem with that.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Cool. It fits his story. I'd almost call "cheese," but in this case, he'd have something like that. It's how he stays suckered into her schemes. He doesn't have the wisdom to question her, and the shiny toys keep him at her beck and call.

I'll update everything (and the scrolls) tomorrow.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sounds good. I'd like to start Monday morning (EST) if everyone can be ready. Though if we have to update a few details after we start, that won't be a major problem.


Male (3 out of 4 first level spells left) Human (Irrisien) Sorcerer (Fire)- 1/HP: 6/8, AC 11 (t 11, ff 10); F: +1, R: +1, W: +3; Perc +1//Init: +1

I fleshed out some details in the gear


Gear took longer than expected, but it's done now. I also fixed some errors in the character build.
I don't have experience of the high-level play, so I'm afraid I overlooked something quirky but useful in the chase for the big numbers.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, I'll give everything one last look over tonight.

One thing to note is with this many special abilities for everyone, I'm probably not going to be able to keep track of them all on my own. You'll need to remind me of things like Raulzig's Snap Shot or Clustered Shots abilities. I assume I'll get better as we go and I get to know your characters, but especially early on, please definitely let me know if I missed something. (Snap Shot: Threaten squares within 5 feet of you when wielding a ranged weapon; Clustered Shots: Total damage from full-round ranged attacks before applying DR)


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

I know some of you guys said you haven't played a lot of high level, but your characters are freakin' awesome! lol

No one can stop us. You hear me, gods? NO ONE!


(Saracen of Arshea)HP:10/37;Init+3;Senses low-light vision;Perception+7

Heh. (^_^) Much cheers to every one and best wishes. Shall enjoy watching over your shoulders and seeing folks take on 'The world'.

Best wishes to folks.

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