Reign of Winter (Inactive)

Game Master Just a Mort

ROW Book 6

Days on Triaxius - 20


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Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Interesting.

I had assumed that, since Mage Armor doesn't stack with normal armor, when you applied an enhancement bonus to a trench coat (armor with an AC bonus of zero) to make it (in this case) a +3 trench coat, they would not stack...?

It would be different if you were somehow applying the enhancement bonus to the Mage Armor, I guess?


Strange Aeons Grp 2 |

Wait, they don't stack?

Oh geez. Well it's always good to learn new things, though I don't truly understand the logic behind it.

Nevermind, I don't really NEED to know why it doesn't stack, just that it doesn't stack.


Strange Aeons Grp 2 |

I wanted Dimitri rezzed first otherwise he'd miss out on this very nice buff...


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Sounds good to me - DR 5/- would have gone a *long* way to preventing his last death, so I dare say it will be *extremely* useful, going forward!


Strange Aeons Grp 2 |

So what you all want to do? Murderhobo or go up the ledge?


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Well... it sounds like they might track us...


Strange Aeons Grp 2 |

I'll give the party a surprise round if you want to murderhobo.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Think murderhobo is the right decision here.

The DR/5 would be on Dmitri too? If so, I want to change out one spell. No use spending money on Stoneskin when we had this.


Strange Aeons Grp 2 |

Go ahead. Dimitri would take DR 5/- after being pincushioned.

I'm also assuming that all of you flew up the cliffs - so take off any necessary fly spells.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

That was going to be my next question.

Who provided the fly spells?


Strange Aeons Grp 2 |

You? Lol I thought the entire party could find a way to fly...

Einar was happy to fly too!

Anyway, I'm off to bed. Going to be up early tomorrow.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

@Mr Whiskers: If it is a concern, we *do* still have those Flying Ointments which we can use...

Alternately, we could simply Wind Walk, which is appealing, because *that* would not leave a trail for them to follow, allowing us to simply bypass them...


Strange Aeons Grp 2 |

Well if you want to windwalk, go ahead. State so I can move you lot.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

I'll wait for someone else to confirm they are happy with it (since it involves bypassing an encounter).

Einar? Mr Whiskers?


Strange Aeons Grp 2 |

Fair enough. I'll wait till one of them chime in. Einar's a bit busy today, I know.

Also, it was good to go to bed early last night. Was chalking up quite some sleep debt.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Fine by me.


Retired to Triaxius

sorry, sleeping, wind walk is fine.


Strange Aeons Grp 2 |

Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature’s attack rolls, damage, and movement. In some cases a creature’s opponents might get a bonus on attacks. The effects are summarized on Table: Combat Adjustments Underwater. They apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.

Freedom of movement – you’re cool
Has swim speed – slashing and bludgeoning attacks take -2 penalty and do half damage. Piercing attacks do normal damage. Movement is normal.

No swim speed, successfully swim check – slashing and bludgeoning attacks take -2 penalty and do half damage. Piercing attacks do normal damage. A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.


Retired to Triaxius

forgot that claws were not piercing, could Einar have activated the freedom of movement spell on the unfettered shirt as part of his rage or would he have needed to use a standard action?


Strange Aeons Grp 2 |

Requires standard action to activate magic items.

Einar and Crummock - it's been a day, your neg levels and con drain are fixed. Could you please update your character headers?


Retired to Triaxius

@ Crummock, should Einar take the bloodline power, or a couple of Rage Powers

Demonic Aura (Su)
At 16th level, when entering a bloodrage you can choose to exude an aura of fire. The aura is a 5-foot burst centered on you, and deals 2d6 + your Constitution modifier points of fire damage to creatures that end their turns within it.

I like the idea of burning the enemies nearby, since he's large most of the time I'm not sure how many will be within 5 ft. also concerned about torching friends.

Any recommendations on Rage Powers?


Strange Aeons Grp 2 |

The idea is that if you're outside the water, anything submerged has total cover. Whether you're flying, on land, or in a boat, the result is the same. Blame the person who wrote underwater combat rules.


Retired to Triaxius

ok,

next question, he's been swallowed, is he still grappled? does the creature still only take half damage from bludgeoning or slashing damage?

edit: Ok never mind, I found this
A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

No - you do normal damage; you are no longer in water!


Strange Aeons Grp 2 |

4d8+18 bludgeoning damage, AC 18, hp 18

For swallow whole.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

That is to break out - you can also just attack the beast, trying to kill it.


Strange Aeons Grp 2 |

And yes you do full dmg.


Retired to Triaxius

I will be AFK, so if we get to Einars turn go ahead an bot him. He will full attack, trying to injure the creature from the inside out.


Strange Aeons Grp 2 |

The serpent did total 149 dmg to you, Einar. Since you were in its gullet for swallow whole to work, so there's no half damage.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Sounds like Crummock has quite a bit of work to do on you. That is about half of a wand of CLW right there!

Do you want the Runestone for shield, Einar? Technically you could use it for any of your first level spells.


Retired to Triaxius

sure, I will have to google it to see how it works ;)


Strange Aeons Grp 2 |

I rolled Init on assumption you'd help the Maftets. You could let nature take its course...if you wanted to.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Mr. Whiskers's nature is to help those who will talk rather than immediately attempt to fight him.

Einar, a Runestone of Power allows you to draw the energy for one spell from it rather than use one of your daily uses.


Strange Aeons Grp 2 |

Reading from your words you're waiting for someone to chime in before you proceed on whether you want to see the Queen.


Strange Aeons Grp 2 |

Side note: I'm still rather bitter that in PFS, my GM said my spellbook and scrolls I was carrying were ruined when I was dumped into the water and was submerged for a minute.

A) I was only level 3 so I couldn't afford handy haversack
B) The description of the mission didn't involved water or I'd get waterproof sacks.

Worst thing, I wasn't given a chance to avoid said dunking because it was a trap. Everyone in the party got dunked.

If it helps explain why I am the way I am...


Strange Aeons Grp 2 |

Baba Yaga also mostly won't interfere with what the party wants to do unless it can possibly get them killed. Except at certain plotpoints.

RP wise: Couldn't be @rsed.

Real reason:I don't want to interfere unnecessarily with free will, nor do I want to do your thinking for you.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
GM Mort wrote:

Side note: I'm still rather bitter that in PFS, my GM said my spellbook and scrolls I was carrying were ruined when I was dumped into the water and was submerged for a minute.

A) I was only level 3 so I couldn't afford handy haversack
B) The description of the mission didn't involved water or I'd get waterproof sacks.

Worst thing, I wasn't given a chance to avoid said dunking because it was a trap. Everyone in the party got dunked.

If it helps explain why I am the way I am...

Destroying a wizards spellbook like that seems rather harsh. Did you speak to the GM about it afterwards?

I can believe that they would have a pit trap filled with water. I have trouble believing the description of that trap said it destroys scrolls and spellbooks.

A spellbook isn't some cheap trade paperback. It is doubtful it is even made of paper -- lambskin vellum is much more likely. It takes special inks to write a spell on a scroll or in a spellbook. I doubt they were water soluable inks. Much more likely they are specifically formulated to resist such things.

If the trap didn't say it destroys scrolls or spellbooks, it shouldn't do so.

You will want to talk to (in order) the GM, the event host, or possibly even the local VL about this.

Just curious, what scenario was this in?


Strange Aeons Grp 2 |

Pfs spoilers, don't look:

Delirium's tangle. The chamber filled up with water until it finally drains off.

It doesn't matter because that character is dead, and I no longer play PFS.

The Exchange

Complain about the new boards here!

Some food for thought

If children kittens live with hostility, they learn to fight.


Retired to Triaxius

OK, totally forgot about it during the underwater sequence, however were doing the combat, someone needs to be wearing the gas mask


Retired to Triaxius

the villa has a nice tower, are we putting the Maxim up there, or someplace else?

I would be nice if we could funnel them to a spot and wipe them out...

I'm sure it won't work that way, but it is a good idea.


Retired to Triaxius

do we have a map of the rock, we could set the Maxim on top, and shoot anything that comes close ;)


Strange Aeons Grp 2 |

Hmm. You all have darkvision, right? I suppose the Queen can bring you for a night foray if you want. She'd consider it rude, since you've agreed to help her and you've had a long day, so she wouldn't naturally bring it up to the party. You may ask if you want, though.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

The Maxim is a nice idea, but honestly, I think Dimitri will be more effective with Maggie.


Retired to Triaxius

yeah I was thinking the maxim for Einar and ranged attacks, the pistol sucks... He could set up nearby, use it while they are at range, then switch to melee when the time comes.

Just a thought.

Chasing things that are flying for melee, well, I guess it depends on what we are actually fighting as to what would be best.


Strange Aeons Grp 2 |

I will say they won't fly unless the entire party does. If I'm sending melee monsters after a flying party - there won't even be a fight - so what's there to award xp for?


Strange Aeons Grp 2 |

I'm waiting for Mr Whiskers to see if he has anything to ask Queen Esymra then we can move to next day.


Strange Aeons Grp 2 |

You used meat dumplings to soak up your soup, lol, Einar?


Strange Aeons Grp 2 |

I'll say Life bubble will protect from the fort save to catch a disease part, but not from the damage of the breath weapon itself.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

That seems reasonable; after all, it says it prevents inhaled poisons/diseases, but nothing about breath weapon damage...

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