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The Skinsaw Man

Death-Lok's page

545 posts. No reviews. No lists. No wishlists. 1 alias.


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You may level up. Ding.


You may go ahead and level up to 13. You level in this AP pretty fast, so enjoy.


Elise Sunwake wrote:

I looked through the Spell Compendium, which I also have from my days of actual tabletop, and I found several spells that would benefit us.. I'll just mention the most relevant and see what yea think.

Deific Vengeance - 2nd level damage spell, would give me an offensive spell for the level. YES
Mass Conviction - 3rd level would equate to a +4 morale bonus to all our saves, lasts 10 min/lv. A solid buff that would stack. NO
Mass Resurgence/Resurgence - 3rd/1st level grants all a re-roll on saves or a single target for 1st level one. RESURGENCE YES; MASS NO
Panacea - 4th level cure all plus a solid heal. YES
Revenance - 4th level 1 min/lv raise dead. Could be handy in a pinch. YES
Righteous Wrath of the Faithful - 5th level haste buff and +3 hit/dam.. Nice party wide buff. YES
Bolt of Glory - Nice offensive spell with nice flavor for her classes. YES

Although I haven't reached 7th level spells yet Id like to submit two for now..

Raidant Assault - 7th level aoe damage and a daze affect. Again nice flavor. YES
Radiant Pact - 7th level that's basically a contingent Panacea. Nice thing for failed save..COULD NOT FIND THAT ONE

There's also Mass Death Ward for when I get 8th level spells lol. YES


You count 12 dead nagas. You do not detect any treasure, magical or otherwise, on the corpses. Perhaps, the nagas have a central lair among the tunnels...if you wish to continue searching.

Oreanna's paralysis wears off after a minute.


Reflex saves: Since all but one of the nagas die in the fiery explosion even with a successful save, will roll only once:
1d20 + 5 ⇒ (6) + 5 = 11...fails

The tunnel is rocked by a fiery explosion and the screams of the nagas as they are all incinerated in the blast, while the flames dance around the paralyzed form of the paladin!

Combat over!


Oreanna lands a powerful blow before she is overcome by paralysis.
Kaydanna lands a powerful blow as well, despite being feebleminded.
Ravarel's fireball kills one of the dazed and severely wounded nagas, leaving 5, two of which are dazed!

Round 11:Bad guys' turn
Since it went so well for them the round before, the 3 nagas all 5' step and attack the warpriest, leaving the paralyzed paladin alone, but all of their attacks miss!

Bite attack: 1d20 + 15 ⇒ (10) + 15 = 25
Bite attack: 1d20 + 15 ⇒ (14) + 15 = 29
Bite attack: 1d20 + 15 ⇒ (4) + 15 = 19
I believe the +2 AC from BoF cancels the -2 from charge, leaving an AC of 30. Correct me if I am wrong, Kay.

Party is up!
Since Oreanna is paralyzed, we will assume she closes her eyes and awaits death. :)
Kaydanna already failed her Will save and everyone else is safe.

Updated Map


Oreanna, unfortunately, there is no facing in Pathfinder. I let players see all around you, as long as it is within range, not just the direction you're facing.

The crit confirmed then doing an additional 2d6 + 10 ⇒ (2, 4) + 10 = 16 for a total of 34 damage from the bite.

The naga's poison flows through the paladin and he feels his muscles locking up on him, as he senses paralysis grip his body and he cannot move!

Reflex saves for fireball:
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (17) + 5 = 22
All the nagas fail, taking 52 damage!

Waiting for Kaydanna's action to complete round.


Sure, run them by me.


It is a compulsion effect, so adding +3 is fine.

Round 10:
You hear the slithering coming from the front, as three more nagas snake their way around the tunnel wall and appear in front of the paladin! Seeing his holy fire, they concentrate on her and rush past her and surround her! Thankfully, you hear no more slithering!
Oreanna, you receive an AoO!

The three nagas then attempt to bite the paladin, poison dripping from their sharp teeth! The first gets lucky and bites the aasimar's arm, nearly ripping it from the socket! The other 2 blows don't come close to harming the holy warrior.
Bite: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 2d6 + 10 ⇒ (2, 6) + 10 = 18
Bite: 1d20 + 15 ⇒ (5) + 15 = 20
Bite: 1d20 + 15 ⇒ (13) + 15 = 28
Confirmation: 1d20 + 15 ⇒ (18) + 15 = 33...don't think that confirms, your AC is 35 with Blessing of Fervor, right? Correct me if I am wrong. I cannot access your sheet for some reason.

To recap:
Oreanna, AoO and then 6 Will saves DC 22 and a Fortitude save DC 22 for the poison.
Kaydanna, 5 Will saves DC 22.
You are all up after that!

Updated Combat Map


Saves:
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 5 ⇒ (13) + 5 = 18
All three naga are now dazed for 3 rounds!

Elise's action and party can act again in Round 9, although you do hear more slithering as more naga approach!

Oreanna and Kaydanna will need to make 3 DC 22 Will saves (i.e. not roll a 1) at the beginning of your turns.

Updated Map


Kaydanna Krysstalla wrote:
waiting to see if Siggut destroyed the other naga on the right side

Yes, he did.


Rav, I know about your DV and See Invisibility. You did not have line of sight to the worm nagas last round. They came from winding tunnels further west from the party's current location (off camera) that I was just too lazy to draw in, since I just found it easy to have the party in this long tunnel. So no need to retcon and you can act this round.


The far left naga dies from the electricity of the Lightning Balls, bringing the total of dead enemies in this hallway to 5.

Round 7: Bad guys' turn!
Dispel magic: 1d20 + 11 ⇒ (14) + 11 = 25..success!
An invisible naga appears from invisibility, at the left end of the hallway, and casts magic causing all the lightning balls to disappear. "You shall pay for slaying our brethren!"
Elise could not see the invisible naga so readied action did not take place.

A black ray suddenly appears and strike Oreanna, as Elise fills darkness beginning to cloud her sight, as two other invisible nagas appear!
RTA: 1d20 + 9 ⇒ (14) + 9 = 23..hits!
Oreanna, please make a DC 19 Fortitude save vs. Ray of Exhaustion (necromantic effect); if successful, you are fatigued.
Elise, please make a DC 18 Fort save vs. blindness.

After saves, party is up!

Updated Combat Map


Oreanna's first strike kills the wounded and dazed naga and she moves to the right.
Kaydanna crits the naga for 59 damage but it is still alive.
Elise is counterspelling, so Ravarel is up to end the round.


A drooling Siggut wipes the smile off the Naga who just feebleminded him by first wounding it and then driving his pick into its skull and killing it instantly!


Ah, thanks. I forgot. The nagas are badly wounded (especially the two to the left), but all are alive.

Amended Map


Naga Reflex save: 1d20 + 5 ⇒ (1) + 5 = 6...dazed 4 rounds

Round 6: Bad guys' turn:
Oreanna hears more naga coming. Your current 4 enemies are all dazed; however their gaze attacks still work.

Oreanna: 2 Will saves DC 22
Ravarel: 1d100 ⇒ 2
Elise: 1d100 ⇒ 83...Will save DC 22 required
Siggut: 2 DC 22 Will saves
Kaydanna: 2 DC 22 Will saves

Updated Combat Map

After saves, party is up!


Everyone has acted. Only Elise is up with her delayed action.


Ravarel, you forgot a Will save. You had to roll 3, since the creature used its standard action to effect its gaze on you.


I was referring more to picturing the party in this cramped tunnel, as they face wave after wave of enemies. And besides Elise, you have multiple Heals, so you'll be fine! ;)


Oreanna, I believe re-reading the gaze attack, you only save at the beginning of your turn and again if the creatures focuses it on you as a standard action.

Okay, lots of rolls...
Reflex saves for Flame Strike: 1d20 + 5 ⇒ (3) + 5 = 8...full damage
Reflex saves for Flame Strike: 1d20 + 5 ⇒ (18) + 5 = 23...full damage
Reflex save for Ball Lightning: 1d20 + 5 ⇒ (8) + 5 = 13...fail, damaged and dazed
Reflex save for Ball Lightning: 1d20 + 5 ⇒ (1) + 5 = 6...fail, damage and dazed
Reflex save for Ball Lightning: 1d20 + 5 ⇒ (15) + 5 = 20...fail, damage and dazed

Will apply Oreanna's critical attacks first then to Naga coming out of Daze.
It had suffered 56 damage + 46 + 44 = dead!
Second critical is applied then to newly dazed naga, who has taken 48+46= 94 damage!

The tunnel is rocked by Flame Strike and Ball Lightning, as the lone undazed naga yells for help! "Kill the elven caster! His magic confuses us!"

Round 5: Bad Guys' turn:
The lone worm naga moves past Kaydanna, incurring an AoO, and past the blind dwarf, who does not provoke and focuses her gaze on Ravarel! Oreanna hears cries of "Hold them off, we're coming!" from side tunnels, as she hears more naga approaching!

Kaydanna, take your AoO!
Ravarel, make a DC 22 Will save this Round.
Then on your turns, following people make following saves:
Oreanna: 2 DC 22 Will saves
Ravarel: 2 DC 22 Will saves
Elise averting: 1d100 ⇒ 29
Elise averting: 1d100 ⇒ 66
One Will save DC 22 from Elise
Kaydanna: 2 Will saves DC 22
Siggut: None

Then, party is up again! This is fun!

Updated combat map


Amazing, O, but the AoO missed. The naga's AC is 27 for future references.


Successful save, Siggut only takes 3d6 + 10 ⇒ (3, 1, 5) + 10 = 19 damage.

Siggut swings blindly and fails to hit the worm naga.


Thanks, for the breakdown!

Summary of Round:
Nagas inflicted 20 damage on Oreana with Slay Living
Oreanna slew one naga, moved to the dazed one
Siggut blinded himself and moved up
Elise cast Blessing of Fervor and averted eyes
Ravarel cast Scorching Ray, severely burning one of the nagas
Kaydanna moved up and killed the burned naga

Round 4: Bad Guys' Turn
The party hears "Intruders, intruders in the tunnels! Kill them!" A naga appears from the tunnel and double moves past Oreanna, provoking AoO, but also subjecting her and Ravarel to the gaze attack!
Another naga appears and tries to touch Oreanna, yelling, "I curse thee holy dog!"
Touch attack: 1d20 + 8 ⇒ (15) + 8 = 23..success!
Dazed Naga Round 3 of 3
Two nagas appear airwalking behind the party, cast Slay Living, and move up to touch each of Siggut and Kaydanna.
Touch attack on Siggut FF AC: 1d20 + 8 ⇒ (6) + 8 = 14...success
Touch attack on Kaydanna: 1d20 + 8 ⇒ (6) + 8 = 14...misses!

Okay, that was a complicated round, so let me post resolution of actions:
Oreanna Will save vs. Gaze (DC 22)
Oreanna AoO
Ravarel Will save vs. Gaze
Oreanna Will Save vs. Bestow Curse (DC 19)
Oreanna Will Save vs. 2nd Gaze
Elise Averting: 1d100 ⇒ 36...no save needed
Elise Averting: 1d100 ⇒ 41...no save needed
Kaydanna 2 Will saves vs. Gaze
Siggut Fort save vs. Slay Living (DC 21)

Then party is up!

Updated Combat Map


Yeah, Kay, you also forgot save for gaze.
Will save: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23...success.
Kay: I am trying to calculate your base attack and damage
Attack:BA+9+4Str+2 weapon+1 feat=+16 (with charge and IS feat)=+20
Damage normally:+4Str+2weapon+2feat=+8
With sacred weapon +3/holy/power attack: +8+6+1=+15 damage (how do you get +19?)


Thanks, O.
76 fire damage to the new naga on scene, Rav's rays burn its flesh.
He is scalded badly but still up.


Oreana Del'Aandarth wrote:
Indeed, especially for a paladin that can receive it instead of 2 mercies! Just to better judge our enemies, how many attacks hit?

Actually, the critical killed it, so you have a move action, if you wish.


The paladin's masterful sword thrusts rip through the naga's soft skin and end its life!
2 enemies left.
Inspiring Sword Feat is a sweet buff!


The nagas are aberrations; they are not undead.


Round 3: Bad guys' turn:

The worm naga remains dazed (Round 2 of 3).
The worm naga engaged with the paladin, tries to cast defensively Slay Living:
1d20 + 15 ⇒ (17) + 15 = 32 vs. DC 25...success
Then it tries to touch the paladin, touching her and unleashing black energy through her body: 1d20 + 8 ⇒ (7) + 8 = 15..hit
Oreanna, please make a DC 21 Fortitude save (add +4 morale bonus for death ward)
Failure = 12d6 + 10 ⇒ (6, 2, 5, 4, 4, 3, 1, 2, 2, 6, 1, 4) + 10 = 50
Success = 3d6 + 10 ⇒ (6, 2, 2) + 10 = 20

Suddenly, 2 rays of fire strike Ravarel in the back, but thankfully, he is protected from harm due to cleric's communal resist energy. However, the invisible assailant (another worm naga) suddenly appears, subjecting everyone within 30' to its gaze attack!
Ranged touch attack: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Ranged touch attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

Ravarel and Elise, please roll DC 22 Will saves or be feebleminded. Ravarel receives a -4 penalty to saving throw.

Updated combat map

After the saves, the party is up!


Two of the rays hit their mark, burning pieces of the naga's flesh off, causing it to howl in pain. 73 total damage.

Kaydanna, any actions?


Summary of Round 1:
Ravarel harmed and dazed 1 naga with a fireball; harmed the other
Kaydanna stayed in the back
The naga moved up and tried to blind the arcanist, who only resisted the blinding necromantic effect through the magic of her staff!
The newcomer charges ahead and slashes the non-dazed worm naga, easily resisting their malevolent gaze.
Siggut readies an action if the naga get closer to close his eyes.
Elise readies a dispel magic.

Ravarel and Kaydanna are up in Round 2.

Updated Combat Map


Reflex save: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex save: 1d20 + 5 ⇒ (4) + 5 = 9, fails taking 56 damage and dazed for 3 rounds
Only 1 of the nagas is dazed, the other saves, taking 28 damage.

Round 1: Bad guys
The wounded naga moves up 20' (not very fast) and casts a spell on Ravarel!
Fort save DC 18 or be blinded.


Dungeoneering is the appropriate skill choice. The creatures are worm nagas and they are known as the bane of all mages and sorcerers and this is what you know about them:
Immune to mind-affecting spells
They have no natural energy resistances
Feeblemind Gaze - 30' range (most powerful ability)
They are not very agile
Their bite is poisonous
They have moderate spell-like abilities (up to 5th level), normally focused on necromantic/death effects (like slay living, enervation, bestow curse, etc.) as well as dispel magic and buffs


As you head down the long 10' wide tunnel, Siggut sees 60' ahead two medium-sized worm-like creatures with humanoid heads and sharp teeth! He cries out a warning to the party.

Initiative:
Elise: 1d20 + 1 ⇒ (7) + 1 = 8
Kaydanna: 1d20 + 8 ⇒ (17) + 8 = 25
Oreana: 1d20 + 7 ⇒ (12) + 7 = 19
Ravarel: 1d20 + 9 ⇒ (15) + 9 = 24
Siggut: 1d20 + 3 ⇒ (19) + 3 = 22
Antagonist: 1d20 + 6 ⇒ (16) + 6 = 22

Combat Map

If you do not have 60' darkvision and you are not at Siggut's square, you cannot see the enemies or target them with magic.

Kaydanna and Ravarel are up.


With Oreana (and her light source) and Siggut's darkvision, the party begins descending into the pit. When you reach 100' down and still no end in sight to the pit, Siggut spots a 10' wide tunnel in the east wall 60' further down.


Marching order as you "walk" down into the dark pit?


I am going to move it along to get Kaydanna in the game... The next day comes as you spend your gold (if you buy anything, please list it in the OOC thread; otherwise, I will assume you are saving up.) You return in tow to the ziggurat, apply the salve to the statue and Kaydanna comes back to life. Now, you have to deal with the pit of doom.

Prepared spellcasters, please list your spells in the OOC thread for the day.


You know spellweavers are accomplished telepaths and intense students of magic, so they can know any 1st-6th level of magic spells and they can modify them with metamagic as well.


Oreana Del'Aandarth wrote:
Just for an exercise of thought, GM, when you prohibited gunslingers was because you are against the class or firearms? If it is the later, would a bolt ace (gunslinger that uses crossbows) be acceptable in the future?

The Bolt Ace would be fine; I just don't like firearms.


Treasure found:
+2 unholy greatsword - Kelva
masterwork breastplate - Kelva
+1 mithral breastplate - Wormcaller
3 +1 full plate armors - Swords
3 masterwork greatswords - Swords

My calculation if you sell all is 23,450 gp. After you pay the 4000gp for the Stone Salve, you have 19,450 and divided by 4 is 4862.5 gp.


No, there are no other treasures in the room. Most of the books in the library are too old and crumble to dust upon inspection.

With the first level clear, the party finds a safe place (?) to store the statue (it weighs about 600 lbs in granite form, so beyond Rav's max load) and teleports back to Magepoint. Since you were just here earlier today, Tenser is still not available.

Agath greets you again at the Church of Pelor and shakes his head when he hears about Daleranna's fate. "I am sorry to hear that, she had a good soul. It seems we underestimated the lethality of the foes in the ziggurat. I am glad you all ended the threat of the corrupted Ghaele. However, the information you are sharing with us about the spellweaver is invaluable. It appears Kyuss had an undead spellweaver as a guide/mentor. Be careful, the creature may still lurk in the ziggurat, trapped by the elves' magic." Agath's acolytes take your treasures and pay you a fee to destroy the evil sword. He makes no decision on the Knowledge worms and tells you you must await Tenser's return for payment (if any) on them. Finally, he speaks "I want you to meet someone who wishes to join your quest, a powerful aasimar holy warrior from Critwall. She comes highly recommended. I am sure her purity in the shadows of darkness will aid you greatly. I present to you, Oreana Del'Aandarth, Guardian of Heironeous." Two acolytes escort the warrior in.


Also remember a Wind Wall makes your archer completely irrelevant. :)


I personally like the paladin, especially the part of it having a completely different vibe from your previous characters. I think the paladin's spells are great too, so giving that up is curious, but I understand the martial nature of the character. My 2 cents.


Oreana Del'Aandarth wrote:

Here it is Oreana! I'll break down her feats, skills, saves and attacks so it is easier for you GM.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Very cool indeed. You have sweet pluses against death effects!!


The book does not radiate evil. You look and see a strange diagram of a rune-covered worm inside a human head. The worm seems to be whispering words into the human brain. You then investigate the worms in the jars and you spot tiny runes on them as well. You recall reading in an obscure book of necromancy of the existence of knowledge worms, that burrowed into your brain through the subject's ear and imparted their specialized knowledge to its host, assuming the host survived the process and did not become an undead spawn of Kyuss. Any takers?


The creature is an undead version of a spellweaver, a race of nonhumans from some alternate Prime Material Plane. They communicate only telepathically. They have 6 arms, and can cast multiple spells per round! That's one arm for each spell level. So they could cast two level 3 spells at once (two lightning bolts?), or 6 level one spells (6 magic missiles!), etc.


Ravarel Darkwood wrote:

We can take Daleranna's gear back to mage point and have it sent back to her family temple etc

Trying to identify what that invisible sensor was
[dice=Spellcraft ]1d20+22
[dice=Knowledge arcana ]1d20+22

You identify the spell from your studies as an Arcane Eye.


In the southern room, named the Halls of Knowledge, you see the following:

This long chamber obviously served as a library, as dozens of bookshelves line the walls and stand back-to-back amid the chamber. In addition to the surprisingly well-preserved tomes, twelve clear jars sit on various shelves, each filled with a thin gray liquid and containing a single writhing green worm.

Curiously, you see a book open on the podium with some type of drawing that grabs your attention.

Do you approach and read the book?


I assume you investigate the last 2 rooms on this level before departing.

As you enter Kelva's chamber, a vision assaults you:
The ruins of the room waver and fade, replaced by a well-equipped torture chamber. Wailing victims strapped to horrific devices hang in the background from chains. In the foreground stand two figures. One is a handsome man dressed in flowing robes. Facing him is a strange, six-armed creature that looks as much insect as it does humanoid. The insect creature’s eyes are hollow sockets containing a pinpoint of light deep within. Its flesh is rotting and festering, and the green robes it wears are old and moth-eaten. The creature wields a long green crystal rod in one hand, a cruel hooked rod in another. In two other hands it holds a jeweled gold box that it presents to the man, who takes it and sets it upon a table. He opens it and, using a pair of iron tongs, withdraws a writhing green worm (you recognize it as Kyuss worm). The man’s expression changes to one of exaltation as he looks upon the worm… and then the vision fades.

You immediately recognize the man in the Vision is the same man from the first vision. Knowledge (nature) checks, if applicable, are appropriate for the six-armed creature.

You find nothing of value in the chamber other than the 2 swarms of Kyuss worms contained behind the glass pane against the far wall.

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