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Forest Drake

stormcrow27's page

720 posts (751 including aliases). No reviews. No lists. No wishlists. 1 alias.


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I will be submitting a dragon racial paragon from in the Company of Dragons, most likely a gold or silver.


You find a secret door in the east wall. Also the nard is still good.
[ooc]Ancient Osiriani Tupperware secret[/occ].


Here is what you find amongst the burial goods.

Two vials of silversheen, a masterwork longbow, 10 cold iron arrows, a gold scarab clasp worth 50 gp, an onyx and silver holy symbol of
Osiris worth 100 gp, a silver hand mirror worth 35 gp, and a wax-sealed clay urn of nard worth 75 gp.


@Varisia, no Reflex save from the splash damage, but in the interest of speeding things up, we're going to say the swarm dies from fire damage and you take 5 hp from the swarm as does Jandar-Kai. You get 200 xp from defeating the swarm. You can now inventory your fiery gotten gains.

XP is now at 1300.


Sorry for not posting yet people. I've been fighting a 4 alarm headache all week. I'll have stuff up tomorrow


Inits reset
Zohreh-22
Zariya-11
Swarm-11
Jandar-Kai 11
Varisia 10


Oops I missed the dex of 17.


Jandar's flask lands into the swarm after an errant throw and does 1 pt of fire damage. The cockroach swarm is down to 18. Rest of actions?


Jandar-Ki tiebreaker init: 1d20 + 2 ⇒ (14) + 2 = 16
Cockroach swarm init: 1d20 + 2 ⇒ (18) + 2 = 20


Nope just one.


Cockroach swarm init: 1d20 + 2 ⇒ (9) + 2 = 11

I have never rolled init for a cockroach swarm in over 30 years of roleplaying. You see something new everyday.


http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/alchemicalRemedie s.html#vermin-repellent

Something to remember for later against swarms and if you need Off.

Reflex save for swarm vs catching on fire: 1d20 + 3 ⇒ (12) + 3 = 15
Will save for swarm vs scarab shield: 1d20 + 1 ⇒ (18) + 1 = 19
splash weapon for flask thrown by Jandar-Ki: 1d8 ⇒ 2

Cockroach swarm is at 18/26

init Jandar-Ki: 1d20 + 2 ⇒ (9) + 2 = 11
init Zariya: 1d20 + 7 ⇒ (4) + 7 = 11
init Varisia: 1d20 + 4 ⇒ (5) + 4 = 9
init Zohreh: 1d20 + 2 ⇒ (20) + 2 = 22


about cons: Paizo Con I would love to go, but unfortunately I have no vacation time. Same for GenCon.

about guidance: I can assume that you would cast it on whoever needed a boost. In combat or chase/interactive situations, you would have to declare it as an action, since someone might notice you casting spells. It lasts a minute until it's discharged, so you can cast it on multiple people attempting 9 round actions or less.

about the swarm: It only has 26 hp or so, and it is summoned by a spell, so anyone who has spellcraft could see how long the swarm might last.


The flask is in your hand. And as for the torch, just roll a normal touch attack.
You know,Varisia, I think they actually have an alchemical bug repellant somewhere. Also, I would be remiss in my duties if I did not point out someone is carrying the scarab shield. It has a pretty good chance of protecting them. It does only work for one though.


Unfortunately, Varisa's skills even with the aid of Jandar-Ki are unable to disarm the trap. A vicious swarm of flesh-eating cockroaches appears!
Go with readied actions first since the swarm appears right on Varisia's and Jandar's square. Then I'll get init going.


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Apsu, Abadar, Gozhreh, Calistra, Rovgaug, or one of the Eldest, probably the Green Lady. Fairies and dragons are two of my favorite fantasy monsters, and I love destruction to create something new in order. Law and order are a fair part of what I do, but you need a good amount of chaos tolerance to work in IT. Plus being a fey druid would be pretty slick in comparison to the humdrum existence we have today.


Wait, a recruitment thread that uses my favorite realm, Dreamscarred Press psionics and Path of War, In the Company of (et al) and 1001 spells? Are you my evil twin clone, Deranged_Maniac_Ben? Submission coming in after two questions.

A)Would you support the other In the Company of sets that weren't a part of the entire Rite Publishing PDF, like in the Company of Unicorns or the one that allows you to be a construct?

B)Are artificers allowed, given the background?


Sorry things have ben busy. I'll get this up this week.


Clerics can also be good (to steal a sports reference) at being pitch hitters. Their spell abilities for divination are pretty unequaled, (augury and divination are alone worth the class), and they can also buff and damage at higher level with close or medium range attacks. Healing is not always a bad choice when combined with improving the party's defenses. It gives them a fall back when GMs deploy creatures capable of dispelling magic via touch or SLA/supernatural ability, and most clerics can fight with pretty equal ability to the martial classes. The key is to understand the roleplaying aspect for your cleric and how the mechanical abilities can be used to reinforce it while aiding the party to its goals.

Frankly, if you truly want a dedicated healer that is also killer against the undead and gets ability removal conditions to boot in addition to healing magic, the Miniatures Handbook healer is your best choice. Kick in some more condition removal 1PD abilities at the dead levels, and the class can be your best friend if you want to heal.


The group finds a trap on a secret door that goes west. It appears to be a magical trap that summons flesh eating cockroach swarms. The group also finds a variety of relics and other treasure to be detailed later when the GM has his PDF. Zariya detects no evil in the room.

@Zohreh The chamber replies back "Echo Mumu Tango..Marco!".


The door opens into a 20x20 foot room. It holds several neatly arrayed chests, boxes and urns, all of which are covered by the dust of centuries. No apparent exits other then the double doors you came through are apparent, though every so often the winds whistle through the chamber and say "Mumu?"


You find no traps on the doors.


The doors open into a 15 foot long and wide corridor, which ends in a group of stairs that go north to another set of double doors marked with the symbol of a khopesh cutting a reed.


The corridor appears to have no traps in it.


The doors open into a 10 foot by 10 foot corridor that ends in a pair of double doors. The doors have no markings on them.


Once the group finishes up the last couple of rooms in this dungeon.


Based on previous observations and history, these are probably some form of slaves buried to serve Ahkentepi or gain a new position in the afterlife. It's a common funerary practice in Osirion culture, albeit not as practiced anymore due to the heavier cost of taxes during the Keleshi occupation of Osirion. The crook and the flail are symbols of Osiriani royalty, and are also the holy symbol of the Osirian good of the afterlife, Osiris.


The water is at 6 inches, but it appears to be going down. Based on what you can tell, the water appears to be from the River Sphinx. The northern door is the source of the water trap. The eastern set of secret doors open into a 10x10 ft room. It appears to be filled with human-shaped bundles wrapped in linen, with a small medallion on each chest, bearing the symbol of a crook and flail.


After the trap is defeated, the group gains 500 xp for the earth snake, the sarcophagus, and the water/lightning trap. XP tracker is updated.


The sarcophagus seems to be empty, though the gold leaf on the outside could be pried off for 75 gp. Zariya and the rest of the group see nothing other then the water pouring in from the north, but it stops and the southern doors open as she pulls down on the torch holder.


Jandar finds nothing, though he does notice Zohreh looking at the southern wall.


On the southern wall near a torch holder, Zohreh notices something that looks like a switch. What are the rest of the party's actions?


Everyone who doesn't save takes 8 points of electrical damage, and those that do take 4. Zaryia's keen blows along with the slashing scimitar of Jandar-Kai send the hungry, hungry sarcophagus back to its playset. The northern doors begin to open, and water starts to pour into the room.


electricity damage: 2d6 ⇒ (2, 6) = 8


@Zariya It's part of the monster's special ability and the trap you are in.
@Jandar-Kai The sarcophagus beat you on init as an FYI.

Zariya's blow seems to have no affect on the hungry hungry sarcophagi. Zohreh's glaive slashes into it, but has little effect due to the wood armor of your mighty coffin opponent. The coffin attacks Zariya twice again after advancing 5 feet.

Bite: 1d20 + 5 ⇒ (12) + 5 = 17
Bite damage: 1d6 + 2 ⇒ (1) + 2 = 3
grab: 1d20 + 9 ⇒ (15) + 9 = 24
slam: 1d20 + 5 ⇒ (8) + 5 = 13
slam damage: 1d6 + 2 ⇒ (2) + 2 = 4

At the same time, I need everyone in the room to make a reflex save as electricity arcs out of the 4 columns and impacts for 2d6 electrical damage. Reflex save DC 15.


Is more based on the Nordic Elder Futhark tradition, or other traditions such as the Celts or other written languages?


Zariya takes 11 damage as the sarcophagus slams into her and bites her, but is unable to trap her in its animated maw of crunchy doom.

Initiative
Zariya: 1d20 + 7 ⇒ (18) + 7 = 25
Varisia: 1d20 + 4 ⇒ (9) + 4 = 13
Jandar-Kai: 1d20 + 2 ⇒ (6) + 2 = 8
Zohreh: 1d20 + 2 ⇒ (11) + 2 = 13
Hungry Hungry Sarcophagus: 1d20 + 0 ⇒ (12) + 0 = 12


Your search attempts find secret doors on the west and east walls. The doors on the west are locked. As Zariya approaches the sarcophagus, the southern doors slam shut and the sarcophagus jumps at her, the lid opening wide to swallow her whole!

Slam Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Slam damage: 1d6 + 2 ⇒ (6) + 2 = 8
Bite Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Bite damage: 1d6 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 9 ⇒ (2) + 9 = 11


I'll load up an IRC client when I get home tonight around 6:30 EST or so and get things started. I ran the 1st adventure twice, played up to book 3 once, and I own all 7 of the APs, so I'm pretty familiar with it.


What's the current party makeup?


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Hence why I enjoyed 2nd Ed spheres as the main way clerics were able to get spell selection. A nice 3.5/Pathfinder cleric redesign might be to reset the spell list into spheres that also grant domain powers, and the cleric gains a variety of spheres as they go up in level, thus having a sense of growth equal to some of the later class designs, and not just as a 9 level protect/buff/heal/limited blaster/divination based divine caster. Different deities and ideals grant different spheres as they used to, rather then just two domains. You also then can reinforce your roleplaying choices with sound mechanics, which fulfills both sides of playing the game. The other divine classes have a variety of better flavor related abilities related to their design, which is why the cleric can sometimes get sour in comparison to druids turning into elementals, oracles throwing down storms of angry ancestral spirits, paladins getting pokemounts, inquisitors calling down judgements on the unworthy, hunters raising up animals with fiery breath (ala primordial hunter archetype with eidolon evolutions), and so on.

Another idea is to use third party divine spell sources, such as 1001 spells or the 3.5 divine line of magics, etc, to widen your choice of magic. Tie certain ones to the basis of faith or ideas on what drives your cleric, and then they get a unique set of abilities ala spell access (which is really the main feature of the class) that other classes don't have.


The octagonal room is 40x40 at its largest extent. A pair of double doors lead north. The sacrophagus sits a few inches above the floor, surrounded by 4 pillars bearing the likness of the god Anubis, holding an ankh. It has steps that lead up to the sacrophagus from the entry doors, about 10 feet wide.


Varisia is unable to translate the hieroglyphics into anything useful. Something about the eyes of Wadjet with bring her cobra venom to the raiders of this tomb.


Finding them down there would be somewhat anti-climatic, given that they would have had to get through the doors, and then reset all of the traps etc, unless some force chucked them down there to die, and I'm not that evil right now. Most likely they will meet you when you get back up, or they may have received notice that the lottery has gone on and decided to follow up on the tomb expecting that you may have died or wish to share the bounty in return for services rendered (aka, merc work), or some religious or personal reason.


Jandar opened up the doors ahead of you. And there are eyes on the walls, given that it's a common hieroglyph and the Egyptians/Osirions often emphasized the eyes as agents of protection and royalty via the symbol known as the Wadjet, or the Eye of Horus. Wadjet herself is the cobra headed nurturer of the River Sphinx/Nile and also the patron of good serpents and one of the three crown jewels in the traditional headdress of the Pharaoh, known as the uraeus. So the gods are always watching you... Just like the Police Song Every Breath You Take .


The doors open into a large octagonal room. In the middle of the room is a sarcophagus covered in gold leaf, while another set of double doors lead off to the west. Lots of funeral scenes and arrivals to the Duat decorate the room, along with symbols of the Osiriani gods associated with the afterlife.


The door and the hallway look suspiciously back at you.


The doors are not locked. Jandar finds nothing in the hall or on the doors.


Posted in recruitment.


Well after much consideration, my group has selected Fionn and Nenet as their new party mates. Thanks for all of the submissions, and I am sure all of you will have fun with other games.

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