Way of the Wicked by GM SnowHeart (Inactive)

Game Master SnowHeart

Link to Maps and Handouts
Loot Chart - Google Docs Spreadsheet

INIT Rolls:

[dice=Affyria]1d20+1[/dice]
[dice=Timo]1d20+1[/dice]
[dice=Daidalos]1d20+4[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+7[/dice]
-------------------
[dice=Enemy]1d20+1[/dice]
[dice=Enemy]1d20+1[/dice]
Perception Checks:

[dice=Affyria]1d20+9[/dice]
[dice=Timo]1d20+2[/dice]
[dice=Daidalos]1d20+2[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+11[/dice]


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Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

I'm still here... sorry I've been silent. First it was the hurricane and then the Jewish Holidays were Thursday and Friday. Hopefully I'll be back at it soon.


Belial's Maps; Dispater's Maps

Thanks, Timo. My husband is Jewish but observant only culturally. We had the dinner yesterday and only because his brother remembered. :-)


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

So, are we just missing Price at this point?


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Appears that way. Last post I can see on any of their aliases is on September 12. Has any one tried emailing?


Belial's Maps; Dispater's Maps

I don't have an email but I did send a PM middle of last week.


Belial's Maps; Dispater's Maps

I'll hold the character Price in reserve for now. With five of you, you should be fine without me having to scale much of the adventure. Hopefully, Price's player will be back. If not, after a week or so, we can consider whether to look at bringing in a new player.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Hey folks,

Sorry for unexplained absence. I got dragged into an unplanned business trip that went far longer than advertised. I'll catch up and post as soon as I can - most likely tomorrow. If you've had to replace my character in the mean time, I understand.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Welcome back. I'm not sure what Timo would have done without his banter buddy :P


Belial's Maps; Dispater's Maps

So glad to have you back! Welcome.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Hey! Glad you're still around, Price!


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

So glad youre still with us! Wb


Woo! Welcome back!


Belial's Maps; Dispater's Maps

FYI - I'm going to be offline most of the next thirty-six hours. Have a great weekend!


Belial's Maps; Dispater's Maps

Hope y'all had a great weekend. I have another project start this morning and am assisting someone with payroll before she goes on vacation (yuck) so I may be slightly delayed in getting up a post. But, if Asturu was using fists (bludgeoning) on his prior attack, that draugr would have been destroyed. So, I'll adjust things accordingly and have your attacks apply to otherwise nearest draugr. Then...

...onward to the final test.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Wait.... aren’t we still disguised? I might be speaking only for myself, but Daidalos has been in his ‘warrior adventurer’ guise for all of the trials, and I know that most everyone disguised themselves when we met with Timeon.


Belial's Maps; Dispater's Maps

Some of you are disguised by Affyria literally just used a holy symbol. If the disguises are in effect though, that's fine, he doesn't recognize you, but he'd still see that.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

SH, what is lighting up this room? Are we talking about a single oil lamp suspended from the ceiling?


Belial's Maps; Dispater's Maps

Yup, same as usual.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Is Grumblejack joining this fight?


Belial's Maps; Dispater's Maps
Price wrote:
Is Grumblejack joining this fight?

Blargh. Totally forgot about him. Yes, he will. Though I doubt it will be necessary.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

I’m a rat bastard. I believe in making a fight as one-sided as possible. :)


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

GM:
So, this is something I've been thinking about for a little bit now (namely since the start of the encounter). Something perfectly eeeevviiilll and that would be an excellent kick-off for my eventual build design.

I want to try and trap Sir Balin's soul.

Okay, so here's kind of what I want to try. It involves using the "special" aspect of Using a Hero Point:

Using Hero Points wrote:
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Now, ideally, I'd want to cast Create Soul Gem, as that's thematic, fitting, and what I'll be using for most most of my soul-harvesting purposes (but I do have another idea kicking around in the back of my mind for much later). However, as that's level three, it's beyond even the purview of a hero point. Instead, I found another possibility in Summon Cacodaemon. Per the name, it summons a Cacodaemon, with its nifty little Soul Lock special ability, to create a similarly trapped soul. Best of all, it's only a level two spell and doesn't even require a focus. Now, the spell woudl only last for two rounds, but that would be enough for one of the little fiends to eat and crystallize our poor knight's soul- the perfect keepsake for the battle and a potentially valuable asset for future bargaining with fiends.

So, to recap, here's what I'm asking to do:
Spend a hero point, possibly the rest of my arcane reservoir, and possibly even a spell or two, to cast summon cacodaemon, which would then trap poor Sir Balin's soul for our evil purposes. Is that something I can do? Because that would be awesome.


Belial's Maps; Dispater's Maps

Honestly, I was first inclined to say "no" but the more I read of the spells and think about it, I'm seriously considering it. You have a minute after Balin dies so let me think about it tonight. I'll let you know in the morning. Thanks for asking! Interesting idea.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Awesome. I'll delay my post until you decide then, as it'll influence the order in which I take my actions post-battle.


Belial's Maps; Dispater's Maps

So, the only question I have as I wake up is that as a summoned creature, would anything it creates stay after the spell expires. Thoughts?


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

I think whatever it creates would remain, but my question, is whether it would create it before it vanishes. The creature is only around for 2 rounds. One full round has to be spent consuming the soul and the next round regurgitating the soul which is exactly enough time.

However, how long would it take to convince the creature to A) swallow the soul and B) regurgitate the soul gem. I would argue A would not take long or much effort as that is in the creature's nature. However, I think B would take longer as I would think that is against the creature's nature. If convincing it of either takes a round, the creature would vanish before completing the task.

My 2 cents for what its worth


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Here's how I see it:

The created gem is essentially an effect created by the creature (because it is). In that, it should remain even after the spell expires, much like how damage done by something summoned sticks around or if a summoned creature had petrified an opponent. It's just that, instead of a summoned, let's say medusa, leaving petrified enemies' bodies as stone, the summoned cacodaemon crystallizes an enemy's soul, leaving it as a gem even after it returns to pure quintessence. It's an instantaneous effect, clearly, as the soul gem persists even in an antimagic field.

Regarding it obeying me, well, as a [summoning] spell, the monster should obey all of my commands. My personal understanding of the spell is that they don't exactly capture a creature in the same way a [calling] spell does, but rather that it forms a brand-new creature out of quintessence/planestuff, that has no real memories or will of its own, but I realize that's just my personal magicanon, and only somewhat supported by published materials.

So... yeah.


Belial's Maps; Dispater's Maps

Ironically, I'm thinking a summoned creature is going to be easier to command that a called one. Summoning spells say as long as you can communicate, it does what you want, whereas a called creature you have to negotiate with. Tradeoff is the short duration.

All that said, I tell you what...

Daidalos, do you already have three hero points? So you figure when you level up, you're going to have a lost opportunity?

If that's the case, why don't you go ahead and do this. It's not going to work precisely how you plan, but there will be a long-term benefit (and there will be plenty of opportunities for you to capture other souls even more worthy than Sir Balin in just the next few levels).


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Sweet. I'll get a post up as soon as I get the chance.

That's also my understanding, yes. Called creatures need negotiation, but Summoned creatures just obey.

But yes, I have three hero points at the moment. And my level-up senses are tingling, so I figured that I may as well give it a shot.

Awesome. I think I need to get a wand of summon cacodaemon for boss fights. And it only costs a few Notable Souls to buy, even!

Amusingly, it could even serve as a last-ditch, really expensive healing potion. As an evil outsider, Daidalos could theoretically eat the soul gem to gain Fast Healing 2 for.... how many HD did Sir Balin have?


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HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

I can't find any precedents on this so I think it is a DM judgement call. Summoned Cacodaemons are considered like any other summoned creature (in the spell's definition). There are some limitations imposed on summoned creatures: they cannot summon another creature nor use plane shifting spells or spell-like abilities. The soul-gem ability of the Cacodaemon is a supernatural power that doesn't conveniently fit into that category. So I can't see that as a reason for denial.

Like all summoned creatures (again in the spell's definition) the cacodaemon will instantly act as the summoner requests and can 'perform other acts' as directed by the summoner if they can communicate. That being the case, I think Daidalos would be able to immediately command the daemon to eat Balin's soul and create the gem in the 2 rounds available.

So I think the only question is the permanence of the object. As a general practice, the gear of summoned creatures vanish with them. In part, I think that was a stopgap measure to prevent greedy players from summoning a powerful creature they immediately murder to steal its mystical gear. So does a gem created by a creature count as gear? If a summoned horse poops, does the poop remain? :) It's an interesting question. I really can't see a great reason to summon a cacodaemon (aside from pure cool - "oh look I summoned a demon, ma!") except to create soul gems. So if the gems vanish with the creature... that sort of defeats the purpose. That would leave soul gem production to Cacodaemon familiars which would make them more valuable as familiars - which I think is kinda cool (from a DM perspective).

On balance, I think I would go with soul gems NOT being 'gear' since they are created during the creature's stay, not something pre-manufactured and brought with them, and therefore they would remain after the Cacodaemon vanishes. But again I think it is entirely a DM choice and I can see solid reasons for either decision.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Cool.....
This is... interesting. I mean, it's not much of a retcon (I didn't really address what happened to the corpse afterwards), but I love the visual. Quick question: will this affect the creation of undead in the future?

Oh, one more, I suppose. Can I describe my soul gems as different colors depending on the alignment of my victim? I was guessing Balin is LG, which would be yellow/gold. Then, LN would be more orange, with LE being red. N- would be shades of green, and CG,N, and E would be blue-purple.

Just sort of a cosmetic change that would be fun and show off variety in our enemies (I can imagine him eventually having an entire chamber in the castle dedicated to the small, glittering gemstones until he uses them), but I still feel like I should clear beforehand.

In any case, I can't wait to see what this will bring in the future.
*cue maniacal laughing*


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Sorry if I'm a few posts behind... Husband is in surgery today and probably won't be able to post again til late tonight or tomorrow... Again, sorry for any delay - feel free to bot me to keep the action moving...thanks.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Best of luck and I hope all goes well!


Belial's Maps; Dispater's Maps

FYI - I'm playing solo dad Saturday through Wednesday, and covering at work for our person who does payroll, so my posting may be a bit slow the next few days.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

don't recall how we're doing hp.. if we're rolling - here's my roll, if we're just doing half, let me know.

hp: 1d8 ⇒ 6


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

A couple of quick questions (I figure they're worth a shot. The answer to a question you don't ask is always "no," after all): Sorry, I seem to be petitioning for a lot recently. Hopefully it's not becoming a trend....

GM:

1- The Damned story feat. Can I take it? Back in recruitment when I asked about it, you said that you didn't want to do story feats "right out of the gate." Of course, having now had 'friendly contact' with Dessiter (and presumably Tiadora), I meet the prerequisites head-on.

2- None of the traits really seem to 'fit' Daidalos very well. He doesn't really have a favorite spell, I'm not really stealthy, I don't wear armor, and while bonuses to saves can be nice, none of them really fit to well. Something that I could use, though, and would even make sense for Thorn to teach it, would be True Name Caller, which would be useful for a good amount of the campaign. Of course, if you want to stick to only the ten training traits, I understand.

2.5- Assuming you want to stick to just the training traits as-is, could the month count as a potential time for retraining? Assuming traits are equivalent to feats so far as training goes, it would take 5 days and either 100 or 150 gold depending on if I counted as level 2 or 3 during the retraining time. How this would work is I would retrain Reactionary (+2 Initiative) to True Name Caller, then select "Strike First" as my Training Trait. It's functionally the same, just with a 100-150 gp cost.

Of course, as I mentioned, it's completely fine if you say no to any or all of these. But it doesn't really hurt to ask.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Will level up and post in the main thread tomorrow, one quick question before then, are the Damnation feats from Champions of Corruption legal?


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

POWER UP!

3rd Lv Inquisitor
HP: 1d8 ⇒ 8 or Avg+1 (5) <-- YES!
BAB +1
Reflex Save +1

Bennies
> Solo Tactics
> Teamwork Feat: Precise Strike
> Feat: Weapon Focus - Heavy Mace
> New Trait: Quiet as Death

(1) 0 Lv Spell - Light
(1) 1 Lv Spell - Forbid Action
+1 Spells Cast Per Day

(10) Skill Points
+2 Know: Planes
+1 Know: Religion
+1 Spellcraft
+1 Bluff
+1 Stealth
+1 Perception
+1 Sense Motive
+1 Profession: Merchant
+1 Disable Device

I'll update my character sheet asap...


Belial's Maps; Dispater's Maps

Damnation feats are fine.

Damned story feat is fine.

I'm going to stick to requiring one of the ten provided traits, but retraining per the rules is fine. Just give me a summary here of what you're swapping out, what you're replacing it with, and the final cost that you're paying.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

i'd like to take advantage of retraining as well then...


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

I'm assuming there was enough time to repair Balin's armor ... what would that cost or take?

hp roll: 1d10 ⇒ 5 Half +1 it is (6)
BAB: +1
REF: +1

Aura of Cowardice
Plague Bringer
Cruelty: Sickened

Skills:
+1 Intimidate
+1 Perception
+1 Bluff
+1 Disguise

Trait and Feat I'm still working on.

For trait I'm looking at:
Strike first, strike ruthlessly and thus be victorious
You shall be my angel slayer.

For Feat I'm looking at:
Necromatic Affinity (Can heal myself)
Weapon Focus
Furious Focus
Intimidating Prowess


Belial's Maps; Dispater's Maps
Timo Zoci wrote:

I'm assuming there was enough time to repair Balin's armor ... what would that cost or take?

This won't cost anything.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Okay, thanks a bunch. I'll have my complete summary up soon, but first a bit of math (I'm assuming we want to divide up loot, and had time to sell off our stuff/buy new things)....

Is nobody going to claim the MWK longsword?
Asturu, are you planning on getting rid of the longsword you initially claimed?

Assuming both those are the case (selling both swords), we have a total party gp value of 5,530.02 gp. Splitting that between the six of us gives us each 847.25 gp, or (if we want to have a stock of 'party loot,' like potions of CLW and wands/scrolls that benefit everyone that gets an equal share) we all get 726.21 gp.

So, the question is: equal share to a "party funds" money-stash, or do we want to be greedy devil-worshipers?

EDITED: Got my numbers wrong


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Leveling up crunch:
2 to 3

+1 level Investigator

1d8 ⇒ 5
+8hp (+5 class, +2 con, +1 favored class)

+1 BAB

+1 FORT

+11 SKILL POINTS (+6 class, +1 human, +2 int, +2 campaign)
(+1 Perception, +1 Disable Device, +1 Stealth, +1 Craft Alchemy, +1 Acrobatics, +1 Intimidate, +1 Nobility, +1 Planes, +1 Geography, +1 Engineering, +1 Dungeoneering)

+TRAIT: “Strike first, strike ruthlessly and thus be victorious” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.

+FEAT: Improved Initiative

+TALENT: Alchemical Discovery: Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

+Keen Recollection

+Trap Sense +1

+1 extract per day

@Daidalos, yeah the longsword is useless for me. I sort of wanted to get a MW morningstar since I can quite easily swing that thing with two hands .. something that might be interesting with Asturu's newly acquired talent.

As for loot, splitting it equally usually is the easiest way of doing it. I'm fine with a more party loot based style, seeing as I as a player don't give much about loot but more about what's good for the party .. but that's easier when you play face to face with people you know well :)

Getting our frontliners up in the best possible armor and equiping the casters with scrolls is a personal favorite of mine. On that note, Asturu now has a pretty hefty bonus on Craft Alchemy and can use an extract for another +5 so if there's anything you want, let me know. Alchemist Fire is great to have on everyone in case we encounter swarms.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

hp: 1d8 ⇒ 6


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal
Timo Zoci wrote:
Nah... I'm just getting all the bad rolls out of the way now so that when we fight the boss, all I'll have left are natural 20s so I can one shot him ;)

So I found this gem going back through older Discussion posts.... it seems about right.


Daidalos Icarum wrote:
Timo Zoci wrote:
Nah... I'm just getting all the bad rolls out of the way now so that when we fight the boss, all I'll have left are natural 20s so I can one shot him ;)
So I found this gem going back through older Discussion posts.... it seems about right.

Probably would have 1 shot him too had I remembered I can smite good :P


Belial's Maps; Dispater's Maps
Slayde77 wrote:
Daidalos Icarum wrote:
Timo Zoci wrote:
Nah... I'm just getting all the bad rolls out of the way now so that when we fight the boss, all I'll have left are natural 20s so I can one shot him ;)
So I found this gem going back through older Discussion posts.... it seems about right.
Probably would have 1 shot him too had I remembered I can smite good :P

Yup. (Not that I was going to mention it.) ;-)


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Its ok ... I'm back to absorbing hits and missing everything until the next boss fight ;)


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image
GM Snowheart wrote:
I'm going to stick to requiring one of the ten provided traits, but retraining per the rules is fine.

FWIW, if I recollect correctly, by the rules the only traits you are allowed to retrain are racial traits.

In terms of how we distribute loot, I'm flexible. We might want to see what gifts Thorn has for us before we make a decision.

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