Roland Aristocrat Campaign

Game Master Goldstool Shroomshine

Current Setting(s): Southern Docks Warehouse | Second Warehouse Map
Date: Wealday Afternoon, 18th of Abadius, 484
Objective: Investigate Mirror | Ensure the Spymaster's Wellbeing
Roland City Map | Design Document | Campaign Site | NPC List.


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The Exchange

Male Kitsune Bard (thunderstriker) 1

uugh heal injured or summon monster....
Could I summon a small positive energy elemental? There are stats for them, and the summon monster two just mentions the size of the elemental allowed, not the type


Party Warehouse Map | Second Warehouse Map

Positive Energy Elementals are a third party creature, and I would like to keep the game as much following Paizo rules as I can. Air, Earth, Fire Ice, Lightning, Mud, Magma, Water elementals are your options, in addition to normal summoned creatures.

I am withholding Aether elementals from the list, despite being in Bestiary 5. I believe this creature to be too powerful, and am not allowing it to be summoned. Maybe we could include a special side-quest to include it among your list.

Marcus:
If you summon a normal creature, such as a dog, it will be summoned with the fiendish template due to your alignment. That would be against the law. In fact, the only creature you can legally summon is an elemental, as they would not take on your alignment. We can discuss this via PM if you have any questions/concerns.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

That is very disappointing


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I actually thought it was a first-party creature, slipped in there so well with the others. If it was a more balanced creature, I might be able to be persuaded otherwise, though as it stands, the creature is a bit over the top.

Four turns of 10ft Radius 1d8 healing and an explosive heal ability (both of which grant temporary HP), restores HP to self each turn, higher AC than any other elemental of its level, Save or Die abilities for when people reach too much HP, and free maximization of any spell/SPA that uses positive energy.

Simply put, summoning one of these would be one of the best healing spells in the game, and also a pretty good attack role if you charge it into fully healed enemies. It could be akin to a mobile mass heal spell.

Unfortunately, there will be some casualties here. Quite a bit, really. and it is only turn one thus far. Try not to have yourselves among the dead and you'll all make 5th level ;)

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

The save/die is rediculously easy to avoid as they need to be at double max HP for it to work
Punching yourself in the face would do it.

The free maximize is a bit much I agree

It's just annoying that range and AOE damage is much much easier than range or AOE Healing


Range and AoE healing is easy if you're undead, since all the inflict spells have range close instead of range touch. I don't know why, but the fact that cure and inflict don't exactly mirror one another for living/undead really bothers me.

That said, I'd like to point out that the Positive Energy Elemental does not have healing on its Aura, it just buffs healing and nerfs harming in the aura, that the healing on its slam attack is in addition to regular bludgeoning damage, which makes it very effective against undead, but probably washes out any benefit for healing or harming against living creatures, and that Death Throes should only trigger on death, not when the creature's timer runs out and it desummons.

They're strong, but I don't feel they're as strong as they're being made out to be.

The negative and positive elementals at small size have only 1 more AC than the equivalent standard elementals (or 2 in the case of the fire elemental). At elder, the gap is more blurry: earth and water elementals seriously lag behind, 4 points and 3 points lower respectively, but fire elementals are only 1 point behind, and air elementals actually surpass them by a point.

For damage, small air elements do 1d4+1 damage, while earth and water elementals are doing 1d6+4 and 1d6+3 respectively, and fire elementals are doing 1d4 and have a chance for recurring 1d4 fire damage each time they attack. Small negative energy elementals are probably the best at doling out consistent damage against living creatures, at 2d4, though the fire elemental can run away with damage if Burn stacks (the SRD is unclear, but the absence of a "this does not stack" clause would imply it does), but positive energy elementals do less damage that air elementals on average, with their 1d4-1d4 attack. And the air and water elementals also have pretty neat thematic abilities, while the positive and negative energy elementals basically explode when killed, which isn't super useful for a summon that probably doesn't last long enough to be killed. Looking at the elders, the earth and water elementals are doing 2d10+12 and 2d10+10 respectively, the fire elemental is doing 2d8+8 and now has a chance for recurring 2d10 fire damage, while the elder negative energy elemental is hitting for 4d8+6 and the elder positive energy elemental for 2d8+6-2d8. Damage output-wise, the negative energy elemental is pretty good, but it's only a little bit better than the equivalent fire elemental.

One of the thing that makes the positive and negative energy elementals potentially really good, in my opinion, is the channeling ability. Channeling as a cleric of equivalent HD is just really good. But here's the kicker, there is a Paizo official elder negative energy elemental that was made for some module, and it is functionally identical to the third party elder negative energy elemental, except that it lacks the channeling ability.

The thing that pushes the positive energy elemental in particular over the edge of being good to being really good is the maximize aura. You can drop a 1st-level spell and your next couple healing spells are maximized for free. That's potentially really good. You can also use it to protect against inflict spells and the like. My suggestion, thus, would be that, for the purposes of spells like summon monster and abilities like wildshape, the positive and negative energy elementals be treated as one size larger than they actually are. I think this will help balance for any potential abuse of the aura. It's a good aura, to be sure, but remember that air elementals have whirlwind, fire elementals have burn and fire immunity, and water elementals can basically drown people by grappling them.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

One minor edit: summon monster 2 is required for elementals so the spell level is 2 not 1


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Female Human Oracle 4/Occultist 1
SA:
Harrowed Bonus:1/1 Int; Focused Trance: 4/4; Inspiration Pool: 2/6; Mental Focus 2/3, Hard to Fool: 1/1; Oracle:1st lvl spells 7/7; 2nd 4/4; Occultist 1st lvl spells 1/2
HP:27/27; AC 12; CMD 1; Fort +3; Ref +1; Will +8; Perception +12 (Darkvision 30' blind beyond that); Sense Motive: +14 (+1d6); Init: +0

Getting caught up on the discussion posts. Just started reading the one on the mirror spell. I don't know for sure if I rolled the Kn. Arcana regarding the mirror spell. There was a roll in this (link) post when observing the mirror, but that was a DC 19 and she got an 18.

This is the sort of thing Halcyon likely would have researched during down time after encountering the mirror, in which case, she would have also used her focused trance ability to gain its substantial bonus. She probably would have discussed it with Marcus to boot, but just to have it on record, here is the roll.

Knowledge(Arcana), investigator, focused trance: 1d20 + 8 + 1d6 + 20 ⇒ (9) + 8 + (6) + 20 = 43

So without the focused trance, she was not quite there, but after the trance, all became clear.

So reading all that and assuming Halcyon knows all that, she would know that for the Spymaster to be ejected from this mirror, the entrance mirror would have to be nearby, within 500 feet, yes? That could be a nearby warehouse or a coach or ship.

It would also be likely that whoever made sure that the wardrobe mirror was on stage at this moment was connected to the plot, something Augustine might know.


Party Warehouse Map | Second Warehouse Map
Halcyon d'Orsay wrote:

So reading all that and assuming Halcyon knows all that, she would know that for the Spymaster to be ejected from this mirror, the entrance mirror would have to be nearby, within 500 feet, yes? That could be a nearby warehouse or a coach or ship.

It would also be likely that whoever made sure that the wardrobe mirror was on stage at this moment was connected to the plot, something Augustine might know.

That trance is scary. Yes, you know the spell details, whoever organized this is likely relatively close by, if they haven't fled already.

As for the mirror, theoretically someone should have donated it for it to be on stage. There are far too many variables for this to be any kind of coincidence, no check needed to gather that.

@Halcyon, In response to the below question:
General use for the spell, no, completely legal. However, it is being used unlawfully due to the trespassing and the varying crimes the spell is being used to help with. Should the Man in the Mirror be detained, casting the spell itself won't be on his list of crimes (though his magic item causing the effect will certainly be seized).


Female Human Oracle 4/Occultist 1
SA:
Harrowed Bonus:1/1 Int; Focused Trance: 4/4; Inspiration Pool: 2/6; Mental Focus 2/3, Hard to Fool: 1/1; Oracle:1st lvl spells 7/7; 2nd 4/4; Occultist 1st lvl spells 1/2
HP:27/27; AC 12; CMD 1; Fort +3; Ref +1; Will +8; Perception +12 (Darkvision 30' blind beyond that); Sense Motive: +14 (+1d6); Init: +0

I'm still reading through the subsequent posts, so this may have been answered already, but is the spell (Mirror Transport) illegal?


Female Human Oracle 4/Occultist 1
SA:
Harrowed Bonus:1/1 Int; Focused Trance: 4/4; Inspiration Pool: 2/6; Mental Focus 2/3, Hard to Fool: 1/1; Oracle:1st lvl spells 7/7; 2nd 4/4; Occultist 1st lvl spells 1/2
HP:27/27; AC 12; CMD 1; Fort +3; Ref +1; Will +8; Perception +12 (Darkvision 30' blind beyond that); Sense Motive: +14 (+1d6); Init: +0

I just remembered I still need to determine Halcyon's Harrowed feat card for the day, which gives her a bonus to a d20 roll related to the suit of the card.

Harrowed Draw: 1d54 ⇒ 34

The Rakshasa Intelligence LE


Party Warehouse Map | Second Warehouse Map

Update late tonight, perhaps tomorrow afternoon!

@Marcus, if you aren't able to get a post up, I will delay you, or perform some kind of basic, neutral action in your favor.

Always feel free to out-of-character discuss your plans and actions, I don't mind meta-gaming as long as it stays out of the gameplay thread and your character's actions make sense for what they know.

The Exchange

Male Kitsune Bard (thunderstriker) 1

Sorry I haven't responded
Got super busy with work and with school starting up again

Post up today


Party Warehouse Map | Second Warehouse Map
Halcyon wrote:
"Break the mirror"

Ruin all my fun ;)

I'm going to start casually placing mirrors in locations just to mess with you all soon. My goal is to have everyone afraid of their own reflection.

The Exchange

Male Kitsune Bard (thunderstriker) 1

Won't work on Marcus, he looks far too fabulous
You miiiiiight be able to convince him to ward the ones in his house/bar though..

Oh and for the record, to avoid having to take actions just to move the air elemental would be placed 25ft +5ft per level in the direction of the bad guy


Party Warehouse Map | Second Warehouse Map

Also, it has 100 speed, which I somehow missed. Would you like it to attack? I can edit that in before the other NPCs react, though Marcus will still have no knowledge of the result.

The Exchange

Male Kitsune Bard (thunderstriker) 1

Sure, and make it a charge for that +2 to hit :)


Party Warehouse Map | Second Warehouse Map

With diagonals and flying, it can be done!

Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Concentration, unmodified: 1d20 ⇒ 3

I will update the game with the following, most likely after your post, Marcus. It was a hit, though whatever spell she has is still active.

The Exchange

Male Kitsune Bard (thunderstriker) 1

Right, I chose air elemental for the flight speed, but I forgot their damage kinda sucks, whatever, the enemy caster should be distracted somewhat with a knife in her leg and an elemental in her face.
Hmm still don't know if I should heal the injured people or book it with my date ... Would you allow me to ask her (talking being a free action RAW) or would you consider the time it's take to ask effectively me "delaying" my action


Party Warehouse Map | Second Warehouse Map

Free action, if you can make it somewhat succinct. As we are in combat now, I am trying to push closer to the 6 second rule. I can have her response be a free action, and you can react appropriately (still during this turn).

The Exchange

Male Kitsune Bard (thunderstriker) 1

Cool
Could I also roll a heal check to guess at which of them are still alive so as to not waste time?

The Exchange

Male Kitsune Bard (thunderstriker) 1

heal check if allowed: 1d20 + 7 ⇒ (14) + 7 = 21


Party Warehouse Map | Second Warehouse Map

@Marcus, I don't think that there are ways to do that without magic, especially without requiring an action. I think itd be hard to determine who is stable/dying/dead without checking vitals.

Deathwatch is one such way you could do it on sight, though it is a banned spell, and requires a special writ of exception. Doctors and priests commonly have legal exceptions as long as they remain active practitioners or members of the clergy.

@ALL, post coming tonight. I'd like to keep an every-other day pace if we can.

The Exchange

Male Kitsune Bard (thunderstriker) 1

How about a perception check to see who's still breathing?


Party Warehouse Map | Second Warehouse Map

I'll allow it as a free action, but the DC is going to be rather high at 27 + Distance mod (25 base, +2 unfavorable conditions). In addition, if you do something besides move or other basic actions (say you cast a spell for instance), I'd say that would be distracting to you and add an additional +5 to the DC.

The targets being unconscious is probably making the check difficult as is, add in fire spells bouncing around every six seconds and that some people are still a bit on fire, I'd say it'd be a near superhuman feat to get a pulse (pun intended) on the situation just by looking around.

The Exchange

Male Kitsune Bard (thunderstriker) 1

That's fair, frustrating but fair.
Could my viper aid another on me?
We do have any empathetic connection...


Party Warehouse Map | Second Warehouse Map

Haha, you are going all out on this.

If you were one level higher (Speak with Master) I'd allow either an aid another or a separate check from the viper if you asked it. I'm going to say no here however, as the viper doesn't know what it should be looking for (and I don't know how you could express your intent to the familiar through a general emotions and have it come through).

For the sake of clutter, if there are any more Perception related questions, let's take it to the PMs, Marcus.

The Exchange

Male Kitsune Bard (thunderstriker) 1

Yeah sorry, one of the weaknesses of PBP is that questions like this take ages, in a F2F game this would be miniutes at most.


Party Warehouse Map | Second Warehouse Map

A bunch of new forum icons dropped in the last few days, over 700 from many of the recent books. I'll be able to introduce more Galatians soon it seems like!

I've also found new pictures for existing NPCs, replacing some with those I feel fit better to their character. So far Vincent, Gerard, and Silas have received new avatars.

I'll update you all as more happen, I don't want you all thinking that your friends and foes are being replaced my somewhat-similar looking shapeshifters.

The Exchange

Male Kitsune Bard (thunderstriker) 1

Yeah preparedness
I'm getting a reach rod asap
Maybe some deathwatch lenses, though that'll have to wait for later.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Sorry for all the inactivity lately
Job is killing me
They're starting to switch to 12 hour days early this year
Uugh


Party Warehouse Map | Second Warehouse Map

No worries Marcus, I am starting a new job on Tuesday, so that may affect my posting in ways unpredictable as of now. When you get a moment, just update as you can.


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If Seesh makes it out of this alive, I'ma have to boop his snoot.

Shadow Lodge

1 person marked this as a favorite.
Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

not sure what water drinking has to do with snoot boopping....
but thank you? I think?


1 person marked this as a favorite.

The water drinking one has an especially adorable snoot, and is closer in appearance to a viper like Sheesh than the pythons in the other images. And also I just really like that gif.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

fair enough


Party Warehouse Map | Second Warehouse Map

Team, I just started a new job yesterday, my first full-time position out of college. I want to get something out tonight, but I imagine this could be a little rocky for the next week or so.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

yay you :)
what kind of job is it?


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Female Human Oracle 4/Occultist 1
SA:
Harrowed Bonus:1/1 Int; Focused Trance: 4/4; Inspiration Pool: 2/6; Mental Focus 2/3, Hard to Fool: 1/1; Oracle:1st lvl spells 7/7; 2nd 4/4; Occultist 1st lvl spells 1/2
HP:27/27; AC 12; CMD 1; Fort +3; Ref +1; Will +8; Perception +12 (Darkvision 30' blind beyond that); Sense Motive: +14 (+1d6); Init: +0

Harrow Card: 1d54 ⇒ 38
The Midwife Wisdom NG
The Image

The Midwife (neutral good, Wisdom) is a conduit to creation, although she does not create on her own. This halfling is a key that lets new life or information into the world. Her heart can see the good in even the worst situation.

Halcyon predicts, "This may be a difficult transition, but one with the potential for much growth and learning."

Good luck!

Don't worry about posting regularly until things settle.

The Exchange

Male Kitsune Bard (thunderstriker) 1

*golf clap*


Party Warehouse Map | Second Warehouse Map

Thanks, all! Though the midwife was drawn, I like to see myself as the little devil baby pictured in the card.

I am now in a full-time IT gig at a college in Boston, starting that 8am to 5pm life. Good to have it, been fun so far these last two days, though it had been training rather than answering calls and resolving real issues.

Post should be up later tonight!


Party Warehouse Map | Second Warehouse Map

Post'll be up tomorrow, likely in the late evening. Will likely be shifting gears during that post, beginning to move towards an aftermath/investigation that'll end with finishing the remaining intersession actions.

Everyone should prepare their advancement to fifth level, which will go into effect after leaving the warehouse. I do ask that everyone update me with important added class features, new spells, and changes to essential skills (perception, Knowledge, initiative, et cetera). I will post a format for that in the very near future.


Female Human Oracle 4/Occultist 1
SA:
Harrowed Bonus:1/1 Int; Focused Trance: 4/4; Inspiration Pool: 2/6; Mental Focus 2/3, Hard to Fool: 1/1; Oracle:1st lvl spells 7/7; 2nd 4/4; Occultist 1st lvl spells 1/2
HP:27/27; AC 12; CMD 1; Fort +3; Ref +1; Will +8; Perception +12 (Darkvision 30' blind beyond that); Sense Motive: +14 (+1d6); Init: +0

Working on finishing the level up details. Look for a PM with a few questions.

I'll be taking a level of Occultist. I'm considering the archetype of Secret Broker, but haven't decided yet (hence the PM with questions).

Here is hit die roll:

hit points level 5: 1d8 ⇒ 2

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Oh multi classing, interesting choice there


Female Human Oracle 4/Occultist 1
SA:
Harrowed Bonus:1/1 Int; Focused Trance: 4/4; Inspiration Pool: 2/6; Mental Focus 2/3, Hard to Fool: 1/1; Oracle:1st lvl spells 7/7; 2nd 4/4; Occultist 1st lvl spells 1/2
HP:27/27; AC 12; CMD 1; Fort +3; Ref +1; Will +8; Perception +12 (Darkvision 30' blind beyond that); Sense Motive: +14 (+1d6); Init: +0

I particularly liked that the Occultist class allowed various ways to do psychometry. I've had to basically utilize the focused trance ability to do anything like that. I'll also be able to use the occult skill unlocks, which open up a lot of possibilities.

Had the class been available back when I created Halcyon, I probably would have made her an Occultist from the get-go. But the oracle has some good features, so we'll see how the multi-class works.

The Exchange

Male Kitsune Bard (thunderstriker) 1

you can get that effect without taking the class by spending a feat instead but occultist isn't a bad class

anyway I should probably roll my health
1d8 + 1 ⇒ (8) + 1 = 9
niiiiice


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Female Human Oracle 4/Occultist 1
SA:
Harrowed Bonus:1/1 Int; Focused Trance: 4/4; Inspiration Pool: 2/6; Mental Focus 2/3, Hard to Fool: 1/1; Oracle:1st lvl spells 7/7; 2nd 4/4; Occultist 1st lvl spells 1/2
HP:27/27; AC 12; CMD 1; Fort +3; Ref +1; Will +8; Perception +12 (Darkvision 30' blind beyond that); Sense Motive: +14 (+1d6); Init: +0

Under the spoiler is a list of things that will change for Halcyon once she has leveled up to 5th level. As far as I'm concerned, anyone can look at these. I've just spoilered them to save space.

Level Up Changes for Halcyon:
Class: Add first level of Occultist (no archetype)
Hit points: add 2
BAB: no change
Fort and Will saves +2
Weapon proficiencies: add martial weapons. She may take to carrying a rapier or a cutlass.
Spell casting: Add 0th and 1st level occultist spells, 2 from each level.
0th level: Detect Psychic Significance, Sift
1st Level: Object Reading, Psychic Reading
Spells per day: 1st level occultist: 2
Caster level 1: Concentration +3
Focus Powers: Divination implement school.
Mental Focus (Su): pool = 3 points.
Implement: Divination x2: Harrow Deck, her tinted glasses
Resonant Power: Third eye: +1 insight bonus on perception checks per 2 points of mental focus stored in implement (max +1).
Base Focus Power: Sudden Insight (Su): Swift action, spend 1 points of mental focus to gain insight bonus of +1 to one ability check, attack roll, or skill check. Must be used by end of turn or it is lost.
Bonus Focus Power: Future Gaze (sp): augury as a standard action for 1 mental focus point.
Skills: +1 Appraise, +1 Bluff, Disable Device, +4 (1 rank, class skill), +1 Knowledge (Arcana), Linguistics, +6, Perception: +5 (+1 rank, now a class skill, +1 from Third Eye focus power), +1 Profession (Fortune Teller), +1 spellcraft, +4 Use magic device (+1 rank, class skill).
Also, now has occult skill unlocks: automatic writing (linguistics), faith healing (heal), hypnotism (diplomacy), phrenology (knowledge (arcana)), prognostication (sense motive), psychometry (appraise), read aura (perception)(modified by feat: Empath).
Feat: Empath: can read emotional auras in a full round action and can do so more than once per day.
New Language: TBD


Hit Die: 1d8 ⇒ 5
Eh, I've seen worse.


Male Human Theme Song Gendarme Cavalier 5 | HP: 21/35 | AC: 19 (11 Touch, 18 Flatfooted) | CMD: 18 |
Defenses:
Fort: +5, Reflex: +1, Will: +0
| Init: +1 | Perception: +1, Sense Motive: +12

My apologies for not posting recently. I just moved into a new apartment and got a job for this semester so I've been really busy. I should be able to post more often again in a few days. I will be putting up a brief post in a little bit


Party Warehouse Map | Second Warehouse Map

No worries, Seth, I've been prepping future things in my spare time when I can't formally write up posts. The next update SHOULD be tomorrow, depending on how much I can get done after returning from work. Might see if I can take some of lunch to write the post...

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