The Emerald Spire

Game Master Stormstrider

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I love the spell paladin's sacrifice, but it only works if your character can absorb major hit point damage. It's relatively unknown because it's a paladin exclusive.


INACTIVE
Tamlara wrote:
Sama Kattan wrote:
3rd or 3.5? Which feat and spell?

It is 3rd edition. My husband and I have just about every 3.5 book there is, except Grayhawk, or whatever that one is.

Yes, I understand the need for details, just didn't want to put that out there in case no one had access to 3rd edition. So, the feat is Companion Bond and the spell, Animal Friendship. I'm wanting to use a prestige class for my druid in a rl game that requires these, but I know nothing about them.

Thanks for all the prompt support guys!

I will have some time over the next couple of days since I hurt my back & can't go back to work til Thursday. Yippee.

Companion spellbond

I don't know of an Animal Friendship spell off the top of my head.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11
Sama Kattan wrote:
Tamlara wrote:
Sama Kattan wrote:
3rd or 3.5? Which feat and spell?

It is 3rd edition. My husband and I have just about every 3.5 book there is, except Grayhawk, or whatever that one is.

Yes, I understand the need for details, just didn't want to put that out there in case no one had access to 3rd edition. So, the feat is Companion Bond and the spell, Animal Friendship. I'm wanting to use a prestige class for my druid in a rl game that requires these, but I know nothing about them.

Thanks for all the prompt support guys!

I will have some time over the next couple of days since I hurt my back & can't go back to work til Thursday. Yippee.

Companion spellbond

I don't know of an Animal Friendship spell off the top of my head.

There was an Animal Friendship ring in 3rd edition that worked like a charm animal spell...Don't know if that helps or not...

There was a spell like that in ADnD...

ring

spell


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.
The All-Seeing Eye. wrote:

So, the question/favor is: What spells (any class/any level) do you recommend as best/most useful?

Oh, and it will technically be the staff casting the spell so technically none of my caster's info matter's?!

If the enemy is really intent on destroying the universe, the create demiplane spells light come in really handy!

Normally a staff uses your caster level and Ability Score bonus when casting spells.

Are you limited to your own spell slots and levels? So you want 6th level spells?

Heal and harm are both very powerful and worth remembering. I'm also a big fan of greater command. Cold ice strike takes a swift action to cast. Overwhelming presence is a 6th level bard spell.


Someone in my other PBP asked about the Stats of the Staff as well ...

Considering the staff is a 'god-like relic' I have to presume it's stats are higher than mine! I do not know it's stats. I have not even found or seen the staff yet. The relics we have found so far? Blow + 5 items off the chart, they are that much more powerful! THIS IS NOT A NORMAL STAFF!!! It will probably be a sentient being allowing me to use/manipulate it? It will be the one casting the spells, and it will not be limited spell slots/levels! ANY SPELL, ANY LEVEL, ANY CLASS.

Now, as to my style of play, telling you that I'm playing an Efreeti/Aasimar Pyromancer Sorcerer - having put Efreeti, a fire based race first, and Pyromancer before Sorcerer - I love to blow stuff up and burn it! One hostile was escaping and I blew a whole fireball spell to stop 1 character! That's my Pyro! That being said, I do have a few 'utility' spells as well. But the whole point of this is that I will have access to anything! Yes my question is broad, but the subject is so broad that there are multiple books on it! Maybe if I re-word my question, Which are your favorite top-level spells out of any/every class? Maybe that would help? Maybe anybody who's willing can list one favorite top-level or high-level spell per class? Or if someone's bored, got some time and really want to help, list your top 3 or top 5 from every class?

So you can see why I'm feeling OVER-WHELMED!!! I have trouble picking/choosing/deciding which spell to cast now, when I only have my 12th lev sorcerer spell list, WHAT am I going to do when I can cast anything I want?!?!?!?

And a great big thanks for any help! As you can see, between the demands of time that such an artifact is going to require, playing in another PBP, plus the time to DM this game, plus the overwhelming desire to play Elder Scrolls, not to mention the full-time job and other things from RL!!! I need to learn to manage my time/desires carefully! So I figure any help I can get from you all, would be GREAT! I have such a ROUGH life with all this gaming! ;) And that's that I temporarily dropped out from my Monday night tabletop due to no car!

*******************************************************

Game wise for us ... I'm working on it! Trying to decide how to word/express what happens to Tangar and Alex to get them out of the game ... I'll try to have that posted Tuesday evening some time.


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.
Stormstrider wrote:
THIS IS NOT A NORMAL STAFF!!! It will probably be a sentient being allowing me to use/manipulate it? It will be the one casting the spells, and it will not be limited spell slots/levels! ANY SPELL, ANY LEVEL, ANY CLASS.[/b]

How often?

Obviously wish/miracle are useful. Time stop. Mage's disjunction. Dominate monster or mass hold monster.

Mass heal, implosion, massacre. Gate.

Actually a lot of the spells I might like are 7th or 8th rather than 9th,


Gansu Kaichuta wrote:
How often?

I haven't got all the details yet, but as far as I know, no limits of any kind?! Other than the time to cast the spell, so yes, timestop!


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.
Stormstrider wrote:
Gansu Kaichuta wrote:
How often?
I haven't got all the details yet, but as far as I know, no limits of any kind?! Other than the time to cast the spell, so yes, timestop!

You can go Timestop, Delayed Blast Fireball, Delayed Blast Fireball, Delayed Blast Fireball.

If it also allows metamagic, use elemental spell to switch fire to an element you know will work on it, or if you know fire works, empower spell.


Sorry, bad headache again! Hopefully later tonight I'll be able to post after some rest/sleep.


Still have a blasted headache! But my sense of duty and responsibility to my players kept reminding me that tomorrow night is my Pyro's tabletop game and I most likely won't have much time to post then, so I did not want to keep you all waiting any longer then needed. Alex and Tangar''s exit scene ... well, started I guess, since they didn't walk out yet!


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.

I can take care of the Treasure/Loot Chart.

I might want to reformat it a bit.

Edit: Did you guys arrange a specific agreement on how you were dividing loot?


Female Werebat-kin Skinwalker (Bloodmarked) CG Witch (Ashiftah)1 5/11 |FL F: +2, R: +2, W: +2 | Ini| HP 9 (1d6+2+1FC) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: -1, CMD: 1t: +5 | Perc: +4/+6, SM: +0/+2 | Speed 30ft | Hexes Misfortune DC 14, Ward | Spells: lvl0- 3 1st 3 | Active conditions: None.

No we didn't.

I presume that means it is divided equally. Which seems a decent thing to agree upon anyway.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Dividing the loot equally makes sense to me, although that may be somewhat difficult if there are valuable magic items to claim. As I am new to PBP, I will defer to the group's decision.
Also, if that falchion is appropriately size for the goblin, it would be a small falchion, not a medium size one, so if would be of limited use to us.


Tis true the goblins are small and so the falchion should be small sized, but the module says nothing about the size of the falchion. In a case like that I rule in the players favor, so we'll go ahead and say it's medium sized.

This next weekend I will re-read the module for the areas that have been completed and post a complete list of loot found so far. That chart was by no means up to date. Nobody in the original party would volunteer to keep track of the loot! Lazy bunch of .... So I didn't keep track of it either. :P


Gansu Kaichuta wrote:
You can go Timestop, Delayed Blast Fireball, Delayed Blast Fireball, Delayed Blast Fireball.

My pyro and I LIKE your way of thinking!!! :D

But maybe change the fireballs to meteor swarms? Or even chain lightning? I like the chain lightning (I just got access to it through my Pyro's actual level!) because I can avoid hitting my own party members who always go rushing off into melee before I can give them Protection from Energy-fire! Many a time I have held back my fireballs because they were in the melee and I don't have the feats to avoid them yet. And due to my racial abilities, if I want I can change the chain lightning - or any energy damage spell - into fire! Burn baby burn!


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.
Stormstrider wrote:
Gansu Kaichuta wrote:
You can go Timestop, Delayed Blast Fireball, Delayed Blast Fireball, Delayed Blast Fireball.

My pyro and I LIKE your way of thinking!!! :D

But maybe change the fireballs to meteor swarms? Or even chain lightning?

A meteor swarm or chain lightning will do nothing while you are time-stopped. Only spells that will affect things after the time stop is over work, because you can't affect anything other than yourself when you are in time stop. Delayed blast fireball is the only direct blast that is actually designed to work with time stop, though an AoE damage-over-time spell (like polar midnight) will also still be running when your time stop expires.

Ask your GM if he will allow a custom metamagic feat called "Delay Spell" that modifies another blast to work like delayed blast fireball. Since delayed blast fireball caps at 20d6 instead of 10d6, without the delay effect delayed blast fireball would probably be a 5th or 6th level spell. So "Delay Spell" would probably be a +2 level metamagic feat, meaning you could indeed delay a chain lightning (or chains of fire), but not meteor swarm.

============================================

If you want to go with blasting one thing to remember is that a low level spell like fireball ramped up with metamagic is generally better than a spell of the same level as the slot you are using for fireball.

For example, let's say your CL is 20 and you throw meteor swarm. Each meteor does 2d6 bludgeoning (to 1 target) and 6d6 AoE fire. So that comes to 24d6 AoE fire and 8d6 bludgeoning. As long as the target does not have a material or alignment DR (which would block the bludgeoning) you will do 32d6 damage to one target (average 112) and 24d6 AoE damage to others (average 84).

On the other hand, throw an empowered, maximized, intensified fireball, which takes a 9th level slot just like meteor swarm. The original spell is maximized to 60 damage, and then intensify and empower both add 5d6. So you get 60+10d6 damage, average 95 against every target. And since fireball is still only a 3rd level spell, you could still use a Lesser Metamagic rod to modify it further, whereas meteor swarm requires a greater rod.

The down side is that 9th level spells have save DC 6 points higher than any fireball except those affected by Heighten Spell.


Female Dhampir NG Rogue (Sniper) Lev.3 | HP:23/28 (3d8+3+3TB) | Init: +6 | Perc:+12 (DV 60' & LLV), SM: +7 | Defense: AC: 17, Tch: 14, FF: 13 (Armor +3, Dex +4) |F: +2, R: +7, W: +2 | CMB: +3, CMD: +17 | Spd: 30' | Offense:Ranged +6(+7 w/in 30 ft): Short bow(60 ft): 1d6, x2 & Dagger(10ft): 1d4+1, 19-20 x2 Melee +3: (Dagger), Sap: 1d6+1, x2 | Sneak Attack: 2d6 | Character Sheet
Stormstrider wrote:
Nobody in the original party would volunteer to keep track of the loot! Lazy bunch of .... (emphasis added) I didn't keep track of it either. :P

Well, considering our GM has said multiple times that he, himself, is lazy, maybe we were just trying to be supportive? ;)


Hahaha! Very funny Tamlara! Thanks! I needed that today! VERY BAAAAD day at work today. Me NOT in a good mood. Me getting on playstation now. Don't wanna take anger out on my party of adventurers. Maybe I can post in game later tonight, or else be tomorrow. Hopefully in better mood.


Female Dhampir NG Rogue (Sniper) Lev.3 | HP:23/28 (3d8+3+3TB) | Init: +6 | Perc:+12 (DV 60' & LLV), SM: +7 | Defense: AC: 17, Tch: 14, FF: 13 (Armor +3, Dex +4) |F: +2, R: +7, W: +2 | CMB: +3, CMD: +17 | Spd: 30' | Offense:Ranged +6(+7 w/in 30 ft): Short bow(60 ft): 1d6, x2 & Dagger(10ft): 1d4+1, 19-20 x2 Melee +3: (Dagger), Sap: 1d6+1, x2 | Sneak Attack: 2d6 | Character Sheet
Brother_Guiness wrote:
Sama Kattan wrote:
Tamlara wrote:
Sama Kattan wrote:
3rd or 3.5? Which feat and spell?

It is 3rd edition. My husband and I have just about every 3.5 book there is, except Grayhawk, or whatever that one is.

Yes, I understand the need for details, just didn't want to put that out there in case no one had access to 3rd edition. So, the feat is Companion Bond and the spell, Animal Friendship. I'm wanting to use a prestige class for my druid in a rl game that requires these, but I know nothing about them.

Thanks for all the prompt support guys!

I will have some time over the next couple of days since I hurt my back & can't go back to work til Thursday. Yippee.

Companion spellbond

I don't know of an Animal Friendship spell off the top of my head.

There was an Animal Friendship ring in 3rd edition that worked like a charm animal spell...Don't know if that helps or not...

There was a spell like that in ADnD...

ring

spell

Okay, so that spell is pretty much what I was looking for, Thanks BG! Still looking for the feat though. I am familiar with Companion Spellbond fron the Players Handbook II, but that's not it. I'll have to check another source. Did any of you read Dragon magazine back in the 2.0ish days? A friend of mine married one of the guys that used to write for them. He apparently still has some friends in the industry. He's the one running our new rl game over here. It's a very detailed early Renaissance game in which I'm a druid. We're barely 3rd level and we've gotten over 90,000gp worth of magic items for 3 players! I'm super stoked.

Btw, Stormy, I'm checking with Chris about his favorite spells!


INACTIVE

Well, what's the prestige class? Animal Friendship did exist in the 3.0 PHB, but not in 3.5, as it gave you more permanent animal companions, basically. Animal Friendship spell (3.0 version) here.


Female Dhampir NG Rogue (Sniper) Lev.3 | HP:23/28 (3d8+3+3TB) | Init: +6 | Perc:+12 (DV 60' & LLV), SM: +7 | Defense: AC: 17, Tch: 14, FF: 13 (Armor +3, Dex +4) |F: +2, R: +7, W: +2 | CMB: +3, CMD: +17 | Spd: 30' | Offense:Ranged +6(+7 w/in 30 ft): Short bow(60 ft): 1d6, x2 & Dagger(10ft): 1d4+1, 19-20 x2 Melee +3: (Dagger), Sap: 1d6+1, x2 | Sneak Attack: 2d6 | Character Sheet
Sama Kattan wrote:
Well, what's the prestige class? Animal Friendship did exist in the 3.0 PHB, but not in 3.5, as it gave you more permanent animal companions, basically. Animal Friendship spell (3.0 version) here.

It's the Beast Whisperer from a supplemental book that was compatible with 3.0, Quintessential Druid by Mongoose publishing. I just can't find that feat so as to get my DM to approve it & possibly the class. I may have to give up if I can't find it soon. I wanted to take it at 5th level, and we just hit 3rd. There is another prestige class I could take, but it's just not as good. I'll keep looking until then.


Female Werebat-kin Skinwalker (Bloodmarked) CG Witch (Ashiftah)1 5/11 |FL F: +2, R: +2, W: +2 | Ini| HP 9 (1d6+2+1FC) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: -1, CMD: 1t: +5 | Perc: +4/+6, SM: +0/+2 | Speed 30ft | Hexes Misfortune DC 14, Ward | Spells: lvl0- 3 1st 3 | Active conditions: None.
The All-Seeing Eye. wrote:
Gansu Kaichuta wrote:

Just for fun...

Detect Evil, part 1

Detect Evil, part 2

Hahahahahaha! That's funny! - Now, that being said, anybody tries to bring a lawyer into my game, they and said lawyer will get meteor-striked so fast they won't even have time to blink! And if that's not enough then I will have to go the route which I have sworn to NEVER use, and call in a sharnado AND a sharkoctopus upon you!

Ah, Stormstrider/ All-Seeing Eye, would you like to take a guess at what my profession used to be?


INACTIVE

Oo! Oo! I know!


Sama Kattan wrote:
Oo! Oo! I know!

Hahahahahahahhaha!!!!! Literally LOL!!! Good one Sama!

And Chillel/Boudacia let me point out that I did not say that was my feeling about lawyers in general or anything like that, it was just what would happen if anybody tries to bring a lawyer into my game! :D

I actually had a lawyer who was very nice and helpful to me with my divorce. He actually did my divorce for free! I just had to pay the cost of the add in the paper announcing the divorce since we didn't know my wife's (ex-wife now!) whereabouts.

That said I generally agree with the lawyer jokes however! Though I recognize they are a necessary evil as well.

*****************************************

Tamlara wrote:
Btw, Stormy, I'm checking with Chris about his favorite spells!

Uuuuuhhhh!!!!! YESSS!!!!!! Thank you Tamlara! I really look forward to hearing some of his thoughts/opinions on this matter! He ought to have some great ideas! Though it's gonna be tough to get more interesting/damaging than that 'timestop, fireball, fireball, fireball' one! (yes, yes, delay, blah, blah, blah) ;)


Languages:

For one I have realized that I forgot to suggest to the newcomers to know Azlanti. My mistake. So if any of the new people want to change one of their languages to Azlanti I will allow it/recommend it.

I have added a section to the Dice rolls document at the bottom where I would like everyone to please list their known languages so that I don't have to go searching each individual character sheet please.

Gansu? I still don't see 'known languages' on you character?


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.
Stormstrider wrote:
Gansu? I still don't see 'known languages' on you character?

Look two entries above the ability scores. Above "Occupation" and below "Deity."

Actually I meant to ask:

Most races get two languages: Common, and one unique to the race (or for humans, their ethnicity). The "Scion of Humanity" alternate race trait takes "celestial" away from me and leaves me only with common. Any chance you would give me Tien as a freebie to replace Celestial?

Then the language I would take for my INT score would be Sylvan (unless you think aquatic fey would speak something else, since that is where he would have picked it up).


I have no issue with you taking Tien.

For the aquatic fey I would tend to think Aquan would be more appropriate and when I did a search on Aquan I found this site and I quote "Aquan is spoken in Tian Xia in the kraken-ruled underwater nation of Xidao and by those who wish to do business with this strange realm. It is sometimes known as the 'tongue of the sea' there." so thought that was interesting.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

I am in the same boat as Gansu vis a vis Dwarven. If BG can have Common and Dwarven as base languages, he will pick Azlanti and Orcish as his two bonus languages.


Brother_Guiness wrote:
I am in the same boat as Gansu vis a vis Dwarven. If BG can have Common and Dwarven as base languages, he will pick Azlanti and Orcish as his two bonus languages.

The way I see it, you haven't lost Dwarven and you should still have TWO bonus languages based on your Int! (Sorry, I hadn't noticed that before!) So, feel free to add that Azlanti!


Okay, due to the questions I went and did some re-reading of the module to make sure I got the answer right about the materials these ruins consist of. I'm not getting a definitive answer.

Area A2 is described as follows: "The footpath climbs up to a jagged hole in the side of the green glass tower(Emphasis added). The light outside the tower does not penetrate into the building more than a few feet. Beyond that, it’s pitch black."

Then you get area A13 where you just opened the doors described as: "Stairs wind upward to the right, circling around a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material—a spire within a spire." (Emphasis added).

So you can see how there seems to be some conflicting information. Of course, none of this really affects the game in any way that I can think of, so ... it doesn't really matter - does it?


By the way, you each received 143 XP for that encounter.

I have updated the Experience Tracker chart to have the correct players and XP on there. And in case anyone is wondering we are on the fast advancement chart. That link is also at the top of the page in the charts spoiler section. I copied names and totals further down the page, so that if you scroll down to look at the advancement chart at higher levels, you will still see your name and current XP on the left hand side.

Please help me to remember that due to this being an increased party size that's almost double, I need to increase both the CR's and treasure accordingly! (This reminder is primarily a note to myself.) This was NOT done for this encounter.

LOOT:
I re-read the module checking for this as well and did some searching through the game-play. Prior to this encounter according to my records the party has found a whopping 33 Gp and 5 Sp, plus 1 potion of cure light. ... It is interesting to note that after they talked the main group of goblins into leaving peacefully, they saw 1 or 2 more magic auras riding away down the hill ... They matched the aura of the potion that was found. :)
After this last encounter you have found:

  • A wand of cure light wounds (20 charges)
  • Masterwork Falchion Medium sized
  • 95 Gp
  • Automaton parts worth 75 gp possibly? - but left behind so far.
  • A scroll tube with a complicated magical sigil in iridescent green ink.

Wow! The new people sure got here right on time for the loot to improve! Hahahaha! :D


Female Werebat-kin Skinwalker (Bloodmarked) CG Witch (Ashiftah)1 5/11 |FL F: +2, R: +2, W: +2 | Ini| HP 9 (1d6+2+1FC) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: -1, CMD: 1t: +5 | Perc: +4/+6, SM: +0/+2 | Speed 30ft | Hexes Misfortune DC 14, Ward | Spells: lvl0- 3 1st 3 | Active conditions: None.

I have figured out the origin of the Emerald Spire.

It was the result of divine action. A truly gigantic god sneezed, and then wiped his/her/it's nose with Golarion. Do we get added experience for my brilliant deductive reasoning?


Boudacia wrote:

I have figured out the origin of the Emerald Spire.

It was the result of divine action. A truly gigantic god sneezed, and then wiped his/her/it's nose with Golarion. Do we get added experience for my brilliant deductive reasoning?

Your DM just groaned and did a 'face-palm'. So the answer is no.


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.

Actually it's a fragment of a distant and destroyed planet called Krypton...


Female Werebat-kin Skinwalker (Bloodmarked) CG Witch (Ashiftah)1 5/11 |FL F: +2, R: +2, W: +2 | Ini| HP 9 (1d6+2+1FC) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: -1, CMD: 1t: +5 | Perc: +4/+6, SM: +0/+2 | Speed 30ft | Hexes Misfortune DC 14, Ward | Spells: lvl0- 3 1st 3 | Active conditions: None.

That explains why the lowest level of the spire is always dark. It is largely composed of Krypton Night.


Battle Grid ***** Treasure Chart ***** Emerald Spire Skills

Another groan and 'face-palm', but at lease the shard of kryptonite almost makes more sense, than the 'booger' of the gods, and I did find the darkness being caused by krypton night to be a bit funny. :)


I can explain the 'two spires problem' since I'm running Emerald Spire for my family. The original Emerald Spire is truly ancient, and is a thin green pillar-like object that runs through the levels. The green glass tower that can be seen from the outside was build much more recently (although still ancient). I don't know how much more than that the GM wants everyone to know, so I'll stop there. (Stormstrider, the details are on pg 17, if you want to decide to share more.)


Kessa wrote:
I can explain the 'two spires problem' since I'm running Emerald Spire for my family. The original Emerald Spire is truly ancient, and is a thin green pillar-like object that runs through the levels. The green glass tower that can be seen from the outside was build much more recently (although still ancient). I don't know how much more than that the GM wants everyone to know, so I'll stop there. (Stormstrider, the details are on pg 17, if you want to decide to share more.)

Thank you for trying to help. I was aware of the description on page 17 that you refer to, I have read the entire module at least twice and many sections many times over. Also I have a friend in RL who is also running this as a tabletop and is several level ahead of us, plus I'm running it as a tabletop myself for another group that just finished the 3rd level (even though they started MUCH later than this group! - Just the nature of slow PBP vrs real life.).

Respectfully, I disagree slightly with your assessment. Let me explain.

For one you say it is a "thin green pillar-like object". Now I realize that the word 'thin' is one of those relative terms. A pencil is thin, but a pig is fat, unless compared to an elephant, then the pig is ... not so fat? Anyways just want to be sure the group understands, if you look on the map one can see the actual Spire is 20 ft. in diameter currently and I will state that it only grows thicker/larger lower down. Thin by comparison to a 10,000 ft wide village/city, yes, but wide to a character. So that's a variable interpretation and I don't mean to be 'nit-picky' about that.

Now, here is where I tend to disagree more. Based on this picture - "Arrival at the Emerald Spire" and my interpretation of what the book says, the spire itself that is visible above the surface ruins and has the jagged broken edge is a part of the original Spire, while the ruins around it - while also ancient - are much, much younger than the spire itself yes. Though that picture shows the ruins as if made from the same material as the Spire itself. So, I don't really know and it is not important since it does not affect the game-play in any way what-so-ever. So, anyways ...

Sorry, no offense meant. Just want the group to know how I 'interpret' the situation.

It is interesting to note, the rubble pieces of the spire lying around on the ground are described as being "half-melted". What might be powerful enough to melt this? :D

THAT BEING SAID, I DON'T WANT TO GIVE AWAY ANY MORE INFO ABOUT THE SPIRE FOR NOW. There is already PLENTY info given on the campaign info tab, plus the PFS Player's guide linked at the top of the page.


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.

About Single File Marching Order:

The big issue I see is that if an enemy gets in the way then we can be trapped in a situation where only the front character can engage. So here's what I am thinking:

1. Tamlara can go in front, not just because trapfinding, but also because she can move through threatened areas with acrobatics. So her job on round 1 will just to get into the room (double move if necessary) and out of the way so that everyone else can get in.

2. Boudacia should be in bat form right at the start. She can always shift back, but her slumber hex is her most effective thing and she can do it while she is a bat. If there are enemies she can't use it on, flight gives her at least the ability to pick a spot in the room she wants to be in by flying there and shifting.

3. I can also take a hit and then swift-action lay on hands, as can Kessa. Which means that either of us can deliberately try to suck up attacks of opportunity if the enemy is not caught flat-footed.

4. Guiness doesn't self-heal but he has a good AC. So he could also deliberately provoke AoO's.

5. Aldranhald and Sama are the squishy ones in the party, but Sama can potentially need a line AoO for her lightning spells. Aldranhald's main job seems to be identifying the creatures we see, so he just needs to see it.

6. I suspect this is the kind of dungeon where once in a while we might be hit from the rear. So someone solid needs to be at the back.

SO, here's what I suggest:
"Point" 1. Tamlara (+ Boudacia in bat form)
"Slack" 2. Tank (or Boudacia could be here)
3. Tank
4. Sama
5. Aldranhald
"Drag" 6. Tank

The "Tanks" are Guiness, Kessa, and me. I think all of us would prefer to be in the front so we could take turns being in the back.

Any volunteers for "Drag?" I don't mind doing it as long as it is not always my job.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11
Gansu Kaichuta wrote:

About Single File Marching Order:

SO, here's what I suggest:
"Point" 1. Tamlara (+ Boudacia in bat form)
"Slack" 2. Tank (or Boudacia could be here)
3. Tank
4. Sama
5. Aldranhald
"Drag" 6. Tank

Brother Guiness can go third--that gives him enough movement to get into the room with a double move even if the inside of the room is still difficult terrain. It also puts him far enough back that his stealth may be less of an issue--I am concerned about that arrow slit in the door, and having Tamlara go first (detecting traps) if she is willing seems like a good idea.

That being said, if we open the door and 5 arrows come at the lead person, I would rather it be me than Tamlara, but single file + difficult terrain really limits our options.

I will also use my spell-like ability to alter self just before we go in--that gives me +2 strength and the scent ability.


If Tamlara is first, Kessa just behind her can heal her if something goes wrong. Gansu has offered to be in back this time, so I would suggest the order be as follows:
Tamlara
Kessa (sharing with Boudacia)
Brother Guiness
Sama
Aldranhald
Gansu

Tamlara can try to acrobatics to the other side. Kessa can heal Tamlara if things go really bad; otherwise she will move up close to the enemy, soak up hits, and provide a flanking foil for Tamlara. Boudacia will be in position for her slumber hex. Brother Guiness should try to get into melee as soon as he can. Sama can provide some spell support as soon as possible. Aldranhald and Gansu can come join us as soon as they can get around.

Is everyone OK with this? I'm not trying to be bossy, it's just the way PBP works that sometimes one person needs to suggest a strategy for everyone.


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

I'm fine with that marching order, but I really don't think filing up to the enemy is the best tactic. See Aldy's in game post for a different suggestion... :)

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

There are ways both plans can work, and ways they both can fail. I tend to prefer close support to hit and run, given our slow movement rates in this difficult terrain. Also, if they don't give chase, BG is not the most patient type, and some people may have Darkvision expire if we have to wait them out on the ground floor. BG is good with being tactical, but he wants to be close enough to help if it all goes wonky...Just my preference.


Female Werebat-kin Skinwalker (Bloodmarked) CG Witch (Ashiftah)1 5/11 |FL F: +2, R: +2, W: +2 | Ini| HP 9 (1d6+2+1FC) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: -1, CMD: 1t: +5 | Perc: +4/+6, SM: +0/+2 | Speed 30ft | Hexes Misfortune DC 14, Ward | Spells: lvl0- 3 1st 3 | Active conditions: None.
Gansu Kaichuta wrote:

2. Boudacia should be in bat form right at the start. She can always shift back, but her slumber hex is her most effective thing and she can do it while she is a bat. If there are enemies she can't use it on, flight gives her at least the ability to pick a spot in the room she wants to be in by flying there and shifting.

Do you know that aphorism "great minds think alike". I made a suggestion very similar to this in character before reading this. Therefore Gansu has a great mind.

My idea was to be flying above the second or third person in line, we are on an ascending stairway so that should be doable. It should give me LoS for hexes and keep my squishy self out of the front line.

People in melee just remember to make sure enemies that decide to take a nap don't get up. Presumably the enemies can be slumber hexed that is.


INACTIVE

Is fine. Note that I don't have any line spells yet; fulminating hands is a cone that originates from me, so that's one that I can only use if we get out into an open area where I won't hit party members, but brilliant arc fires at range and auto-hits someone then splashes to others with auto-targeting.


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.

If people want to go with the "draw them down here" plan I can live with that, though if the folks at the top get into trouble before they make it downstairs, with the speed limits we are facing we might not be able to get up the stairs in time to help.

If Tamlara can get to where she wants to be in a single move, one decent strategy is to spend a standard action for total defense (+4 to AC) and then move.


Battle Grid ***** Treasure Chart ***** Emerald Spire Skills

I don't want to ruin the 'surprise' for anyone, but I don't want the group to get bogged down over-thinking this one either. At the same time I don't want to be the DM that makes you rush into things and then someone ends up feeling like they got rushed into things without being given a chance to think it through and form a plan.

I will say this. There is an ... ? element? that I have pointed out more then once, but none of you have mentioned it or preparation for it, in your plans.

I also realize that not everyone has checked in yet, I think Tamlara is the only one that hasn't? Am I missing anyone?

I will make this ... suggestion. Choose your marching order and whether or not your character is going up the stairs, place your icons on the insert, starting from position 4 on back, and see what happens? Keep in mind, this is by no means an order! Just a suggestion, but it does come from your DM who knows at least a good part of what is going to be happening. I will say this as well, the first two actions behind the door have already been decided. NOT the results mind you, only what those actions will be. :D

EDIT/ADD-ON: That is of course, IF you come up the stairs. You could always choose to skip this for now and go down the stairs. Might be suicidal to the whole party to do that, but it is a choice you can make! :D Just a friendly reminder from your benevolent DM! ;)

SECOND EDIT/ADD-ON: Just a reminder that a certain red-headed scout, with the bluest eyes you ever did see, but who shall remain nameless since I don't want to embarrass her :D, did roll a total of 11 on her stealth check earlier and your DM made some secret perception checks ...


Female Werebat-kin Skinwalker (Bloodmarked) CG Witch (Ashiftah)1 5/11 |FL F: +2, R: +2, W: +2 | Ini| HP 9 (1d6+2+1FC) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: -1, CMD: 1t: +5 | Perc: +4/+6, SM: +0/+2 | Speed 30ft | Hexes Misfortune DC 14, Ward | Spells: lvl0- 3 1st 3 | Active conditions: None.

I think our benevolent GM may be reminding us of the rune in Azlanti.

And a question [unambiguously and explicitly]for the GM, I can fly above the second or third person in line, we are on an ascending stairway so that should be doable. It should give me LoS for hexes and keep my squishy self out of the front line.

I can do that, or perch on their shoulder, yes?

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Although I put it in the discussion, I am not sure that any of the scouts have actually told us that there is an arrow slit in the door. As BG has not gone up to the door yet, he probably will not see it from position 7. If someone did mention it, he will likely want to go first, expecting to have to advance through arrow fire until he can put his shield up to cover the slit while someone else attempts to get the door open...


LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.

Gansu was going to go last this time (but I get to be one of the ones near the front next time, right? :P) OR we are waiting down on this level. So either way I will miss what is happening up front.

GM: Just realized: do stairs take 2x normal movement to ascend (meaning you have to spend 10 feet of movement to move 5 feet)? And do they also have the same rubble all over them? Does that mean it takes 4x normal movement to advance (so 20 feet of move to move 5 feet)?

If it takes 4x normal movement then the "Lure Them Downstairs" plan might be better.

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