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Sheik Voodoo's Katapesh Nights

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


2,151 to 2,198 of 2,198 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

Nothing, huh?


it was a slow day today in all my games. People must be getting busy.

One Miracle as per the spell. I might make it permanent depending on balance. Discuss here if you like.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Any thoughts all? I am far too tired to even consider this and since I have never had a character that was able to cast Wish or Miracle, or been granted one, I am unsure of what would be best.


Kzrira Maiwith wrote:
Any thoughts all?

Up to you. I mean immunity to fire might be worth consideration based on where you are going, but maybe you'll have another way of covering that.


Male Human Wizard (Conjurer)/ Level: 8 |HP: 51 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

Can I get some sort of resistance or immunity to the spell warping effect in the mountain?


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -4; Surv: +4; Swim -1)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

Not a total immunity, but we can manage resist 20, which is pretty useful.

I'm just trying to figure out what we could do that's within the scope of a miracle effect.. (Well, that and recover from a rough week at work..)


yeah, i guess resist 20 is pretty much top o' the line.

Karethas- you could wish for a +4 to CL checks. The wishwarp will be slightly different this time as well.


Male Human Wizard (Conjurer)/ Level: 8 |HP: 51 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

A +4 to CL checks seems good. It would be useful outside the Pale Mountain.


Amir and Kzrira? What do you think?


HP 82 | AC/Touch/Flat 20/14/17 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +8; CMD 22 Acrobatics (14) Bluff (13) Diplomacy (7) Kno:Local (6) Perception (12*) Stealth (16)

UGh sicky brain....hmmm...

What about the ability to fly or something along those lines? Maneuverability seems to be my biggest issue? Thoughts on that?


considering all the fly checks I require, airwalk might be slower, but safer.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Yeh, immunity to fire would be nice. But, we can all get Resist 20 from communal, or several castings, Resist Fire.

I was also thinking about flying. Something like permanent (or a few weeks) worth of Airwalk or Overland Flight would both be good.

To fit with the theme, wishing for a magic carpet could be an option. It is a rather strange item - replicates overland flight at will, but makes no reference to whether you can fall off or if multiple people could ride it.


# of passengers is implied:

5x5= 1
5x10= 2
10x10= 4

i guess you could be dragged off, but it would prob try to stay with you.

flying carpet would be fun. I don't think there is a gp target for miracle, but I could see the 5x10 model as obtainable.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Would be interesting, Karethas and I could get far enough away to fire at things. I also have the Wand of Fly which we could use on Amir when needed.

I would just take a permanent fly of some sort, (air walk, overland flight, fly). All could be useful. I have no doubt immunity to fire would be beneficial, but it is definitely situational.


Male Human Wizard (Conjurer)/ Level: 8 |HP: 51 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

Feels like after Kelmarane our only enemy is going to be efreet and whatever we run into in the City of Brass. (Sorry for meta gaming, but it IS in the subtitle of the campaign thread ;-) ). So fire resistance will save LOTS of spell slots for the casters, not to mention actions in critical situations. A flying carpet is awesome for an archer and wizard, who thrive on range. For Amir, we need something more like Winged Boots, which at least give a +4 to flying skill (Wand of Fly gives a +3).


HP 82 | AC/Touch/Flat 20/14/17 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +8; CMD 22 Acrobatics (14) Bluff (13) Diplomacy (7) Kno:Local (6) Perception (12*) Stealth (16)

The goblin glider? I mean winged boots would be good I guess though I have loved the idea of surf fighting on a carpet...

-Posted with Wayfinder


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Ok, so Kzrira will usually have Resist Energy 5. We can get Resist 20 with a Communal Resist - it does not last forever, but in the first round of a big fight will be useful.

An option for one Miracle might be Communal Resist Energy at CL 20 (maybe having it last a week or something.)

I am caught between Resist Energy and the ability to fly. I can always use my wand, waste a round if not already in place, but is useful. And, if an elemental (or efreet per Voodoo's ruling) is in the area, I will have Resist 5.

I guess the biggest difference is that I can cast Fly using the wand, but cannot get Resist Energy for a few levels, and a wand is less effective (Resist 10 unless it is a really expensive wand.)

In the end, I think the carpet would be more thematic, and could benefit both Karethas and me. Hopefully it would give us time when needed for Karethas or Varkata to cast Resist Energy if needed.


I think that the carpet would be more thematic and no fly check needed.


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -4; Surv: +4; Swim -1)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

There's always Planar Adaptation to handle heading to the City of Brass.
Mass Planar lasts 1/hour per caster level, is a level 7 cleric spell -- it's well within the scope of a miracle to get an extended version cast on us (or maybe one that we can activate ourselves).

That said, given that Sarenrae is a fire goddess, a high resistance or immunity might not be the worst thing to get for those of us who'll likely be forced to stand toe-to-toe with Efreet here on our own plane.

However, Kzrira might be on the right track -- we were offered a miracle each -- if it's within the scope to have some communal-effect miracles, we can cover for those who ask for the carpet (or individual small carpets, flying in formation)... and maybe still have some miracle-magic left over that would help ruin the efreets' days.. heck, centuries.

For instance, I don't think anyone would mind if a necklace-slot version of a phylactery of positive channeling were to be thrown in the mix. Especially not if it were a greater one. +3d6 on channels sounds appealing.


HP 82 | AC/Touch/Flat 20/14/17 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +8; CMD 22 Acrobatics (14) Bluff (13) Diplomacy (7) Kno:Local (6) Perception (12*) Stealth (16)

So my thought at this point is that the flying is a lot more problematic to get me at a moment's notice than the resistance, but I certainly should be on my own rug since I need the mobility.

If we could do two rugs, (one big one small) the phylactery and then a communal resist would that set us up ok?


Male Human Wizard (Conjurer)/ Level: 8 |HP: 51 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

Amir should still have the ruby that gave fire resistance as well.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

I am thinking that Communal Resist 30 should be enough to keep us from getting fried, if we can ask for that. I suppose a wand of Resist Fire, Communal (CL11) would work. Requires an action to activate, but would give 2 hours per charge as needed.

I have a Wand of Fly, the big problem is that Amir has to use an action, with a chance of failing, to use it.


Alright, it sounds like Karethas is going for Greater Spell Control (or whatever you might call it- +4 to level checks.)

I just think that a magic carpet has to happen at some point so I encourage that.

Communal spells... well, Planar Adaptation suits the obvious end game well, but wouldn't be of immediate use. Though what I might allow is that the PC that took that wish could use it as Resist energy (non-communal) CL 11 here on the prime and then spread the love as Communal Adaptation on whatever plane you land.


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -4; Surv: +4; Swim -1)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

So, yes assuming there's time, Varkata would be casting a Divination to get an idea of what we'll be facing.

And she's very torn between fire immunity or a stronger divine link.


HP 82 | AC/Touch/Flat 20/14/17 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +8; CMD 22 Acrobatics (14) Bluff (13) Diplomacy (7) Kno:Local (6) Perception (12*) Stealth (16)

As long as I can fight on the carpet (like surfing or skating) then I am down, if it won't work that way then I need to find another solution.


Surf on, Silver (haired) Surfer!


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -4; Surv: +4; Swim -1)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

Right, apparently as a battle cleric, I've taken the combat option over the healy/channely/spellcasty one.


Kzrira- first come, first served on the carpet. it's been DONE! ; )

If that's the way that you want to go though, I'm thinking more a mount. Maybe a bronze griffin figurine of wondrous power, but we'll make it 6 hours per DAY and it's more of a construct with hardness and immune to fire and cold. That seems more interesting anyway.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

A mount works. Kzrira has the mounted combat feat and a decent ride skill.


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -4; Surv: +4; Swim -1)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

Also, mounted archery (the feat) is *super* useful.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Never had an archer before, or a mount that was more than background transportation. I can easily pick up Mounted Archery next level, although who knows how long that might be. At this level, gaining levels is pretty slow.


Well, if I throw a bunch of REALLY high CR critters at you it will go faster! ; )


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -4; Surv: +4; Swim -1)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

Umm.. thanks? :)


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

High CR creatures without magic or the ability to fly are fine as long as we can shoot at them from the air.

Usually we need fights where tactics are of value. If it is a pure melee type combat, we may be in trouble (Kzrira recalls being cleaved in two the last time the party ventured to Pale Mountain.)


Well, at least HE is still dead. Wouldn't want to go through that again, right?


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Hey, I learned my lesson. Let the thief and bard take the hits from the great axe.


I'm really not understanding Kzrira's assertion that it would be better to scout at night considering only one of you has darkvision and with limited range at that. Even moonlight will be minimal and not available very late into the night in its current phase.

How can a human see farther than a gnoll in the dark?


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Ok, so I forgot that we need to see. I was thinking about them. This is why Kzrira shoots things first and leaves the problem solving to the rest of the group.


Male Human Wizard (Conjurer)/ Level: 8 |HP: 51 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

Amir needs a 9+ roll on UMD to read a scroll of Invisiblity. He should be able to roll that before he rolls a 1


Invisibility wouldn't do anything to hide the carpet. prob should get invisibility sphere, but I can just hand wave to keep things moving.

Remember the reference map in under Kelmarane on campaign page.
this map

You could always send Gen out as well.


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -4; Surv: +4; Swim -1)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

Not exactly the best climate to use an obscuring mist.. ;)


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Every climate is a good climate for obscuring mist. Sure it might be less expected in some places, but that just means they expect to be stabbed in the back.


Male Human Wizard (Conjurer)/ Level: 8 |HP: 51 of 51/ 0 NL| F=5 R=6 W=10 |Initiative +6| Perception +9(+11 w/ Gen)|AC 12(16 w/ Mage Armor)

My thought was that the carpet would be his possession, but I see the other side of that very easily. I thought about sending Gen, but I didn't want to take the action/glory away from a PC if possible. We could send out Gen and save the Invisibility spell for Amir to release the prisoners, which I assume are in the Battle Market because if I remember correctly, Haleen was held in the Battle Market last time. So I'm assuming is still the place to hold captives.

Using the map, I am thinking an Obscuring Mist spell on the Guard House, the Guild Hall (blocking the approach up to the Battle Market from the lower area), and maybe the approach to the Battle Market from the West from the church area. I can then use some Create Pits to block some entrances into the Battle Market once we get in there.


Karethas ibn Faradin wrote:
My thought was that the carpet would be his possession.

Oh, yeah. Good point. OK, Amir and his carpet invis.


Skills:
(Acro -4; Appr +0; Bluff +2; Climb -1; Diplo +6; Disg +2; EscArt -4; Fly: +0; Heal: +8; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -4; Surv: +4; Swim -1)
Female Half-Orc Cleric 7/Bloodrager 1
Vitals:
(HP: 72[88]/72[88] AC: 23[21]/11[9]/22[20]; Percep: +10 [+12]; Init: +1; Fort +10[+12], Ref: +4, Will: +11[+13]; CMD: 21[23]; CMB +10[+12]; Speed: 50)

I can help you with Mists, if there's a need for more than one.


i'm at camp be back Wed.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1 - (HP: 71/87; AC27/30; FF21/24; T18; F+9, R+10, W+7/+9; Perc: +12, Init +5)

Have fun. We will be here when you return.

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