GAMEDAY #8-25: Unleashing the Untouchable - GM Nowruz (Inactive)

Game Master noral

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Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl raises an eyebrow at the banter between the two.

”Hrrmm. “

lol could not resist in this non-gameplay game play.

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Hey guys. Sorry for my abrupt absence. Life and job transition have been kicking my butt. I believe I have everything sorted out. Thank you for your patience.


Hey guys, I am back and setting things up ... as you can imagine we are going into initiative with your actions as these guys are fast and waiting for you to make a move.

I will post in 18 hours latest and start the round.

Thanks again for your patience!


GM Nowruz wrote:

Hey guys, I am back and setting things up ... as you can imagine we are going into initiative with your actions as these guys are fast and waiting for you to make a move.

I will post in 18 hours latest and start the round.

Thanks again for your patience!

You mean they're not blind, inanimate objects, just waiting for us (as the only meaningful beings in the world) to do something to them?

That's crazy. What's Golarion coming to nowdays?


A couple notes:

1) Lichaam expends his Heightened Awareness for +4 Initiative. Does that affect things?
2) Does Caduceus have that aura of +4 vs. fear, and does that affect things for those who failed the save?


If Caduceus has the aura then nobody failed the fear saving throw.


Lichaam telepathically passes along what he knows.

Daathiel wrote:
I am pretty Lichaam will get everything of interest. Daathiel just needs to make the check to use Naturalist.

Asking for its feats could be interesting, given that it has Mythic power. Not familiar with most of them, but I know the save-boosting ones can grant rerolls. (Lichaam has Iron Will and a chronicle that gives him one-time use of its Mythic version.)

It might be focusing its power on ignoring Fire resist and removing Cold vulnerability... or that might just have been its first-round priority.


GM:
For faction card purposes, can I ask whether this thing's CR is at least 13? Same question for any of the elementals from the previous encounter.


Yes. Higher.


GM Nowruz wrote:
Yes. Higher.

Thanks.

One of Lichaam's boons lets him check two goals per adventure. Unless we find a haunt or an area abandoned for more than 1000 years (or we fail), he'll be checking two boxes for "beat CR-appropriate elementals."


I’ll only be able to post again on Sunday.


Behold, the power of Knowledge!

Between three PCs, we got (I think) 13 pieces of information. Now we know exactly how it'll kill us for letting it get in close.


Is the elemental Huge sized, or larger? Or is it hovering over our heads?

I'm just wondering how it's sharing our spaces on the map.


It is huge, you are flying on your mounts. It is right beneath you.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Out of interest, did heightened awareness have any impact on my initiative position?


You’d be up with Lichaam. I’ll update accordingly tomorrow.


We're that high up? Huh. Okay. How high is this section of tunnel? Can we get higher?

Everyone, be ready for the fire aura to toast your mount and drop you. Also, with Kyron's check giving this thing's feats, it'll have plenty of AoOs to get you if you try moving away. Not familiar with Mythic rules, but it looks like the "AoO multiple times during one movement" power and the "ignore fire resistance" power probably can't be used at the same time (both take a swift/immediate action.)


30 ft from bridge to ceiling.

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Caduceus does indeed have Aura of Courage. I posted in the Gameplay as I read that before the Discussion tab.


Does anyone feel strongly about getting haste up? Because right now I'm leaning towards starting up the storm-and-lightning. Partially for the attack, and partially for the wind itself. Pretty sure it'll give the gunslingers a -2 penalty on their attack rolls, even though I'm not sure how much that would help against touch attacks. Then again, it would also give a penalty on Fly checks, which would affect the steeds... but they're not long for this plane anyway.

Alternative would be summoning the Opal's air elemental immediately.


GM Nowruz wrote:

Three of the undead gunslinger aim carefully at Caduceus and shoot with Superheated Weapons but only a single well placed shot!

Yikes. Yeah, giving a -2 to their attacks isn't going to do much.

How much, if any, of the damage from the "superheated weapons" is fire damage? Because Caduceus still has Planar Adaptation up, which should be giving fire resist 20 (unless the gunslingers also ignore resistance.) 20 points knocked off each of those attacks would make a huge difference in how scared we should be.


Hi, I did not roll the fire damage as you are protected.

But the question is super valid. A very RAW view would say the 6d6 is all p/b damage. But I just am not sure if that is intended.

I just asked that in the GM forum on the PFS server. I am going to put all the info here so you can weigh in.


Hello everyone, a question in spoilers below regarding the scenario "8-25 Unleashing the the Untouchable" which I am GMing in pbp:
Does the attack "Stranger's Shot (Ex)" of the Burning Stranger on page 16 do an additional 6d6 bludgeoning and piercing damage or is that 6d6 fire damage in your opinion? I am thinking if they meant that instead of the 3d6 fire damage that the gun usually does on top per shot the "Stranger's Shot" does 6d6 damage so essentially only 3d6 on top of the normal 3d6? What do you think?

~

Their abilities are:

Ranged +1 pepperbox rifle +17/+12/+7 (1d10+1/×4 plus 3d6 fire)
Special Attacks stranger’s shot, superheated weapons

Stranger’s Shot (Ex) As a full-round action, a burning
stranger can take careful aim with its firearms and fire
a single, ruinous shot. This single shot always resolves
as a touch attack, regardless of the actual range. If the
burning stranger threatens a critical hit with this sho t,
it automatically confirms the critical hit . Regardless of
whether the shot is a critical hit or no t, it deals 6d6
additional points of damage.
Superheated Weapons (Su) A burning stranger fights with
a superheated pepperbox rifle fashioned from glowinghot
metal. This firearm has a range of 80 feet and deals
both bludgeoning and piercing damage. At a range of up
to 80 feet, a burning stranger’s firearm attacks resolve as
touch attacks. While firearms normally consume bullets
and black powder when fired, a burning stranger’s pistols
supernaturally reload the instant it fires them, allowing
the undead to make multiple attacks in a round with the
weapons. In addition, any pepperbox musket a burning
stranger wields functions as a +1 pepperbox musket. A
burning stranger does not provoke attacks of opportunity
when it fires a superheated weapon in melee. When a
burning stranger dies, its superheated weapon melts into a
pile of slag.


That entry for "superheated weapons" really doesn't have much "heat" to it, does it? Weird. It seems to just be for denying the party any loot, with an auto-reload function that really isn't necessary for a pepperbox.

Throwing a Knowledge check at the guys that just revealed themselves. Lichaam has a scroll of fog cloud, which doesn't have the "burns off with fire" clause that obscuring mist has. Might be worth spending Lichaam's turn just throwing that out, if his check says these guys don't have fog-piercing vision or anything.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

@GM: Stranger's Shot is a simplified gunslinger's 'Dead Shot' which would be a nightmare to run by a GM at higher levels due to all the attack dice and the confirmation rolls. IMO, the 6d6 are bonus dmg dice that you just add after you've resolved the attack normally i.e. you roll your attack (auto crit is you're in the threat range), then afterwards you add the 6d6 piercing dmg; then you add the 3d6 fire dmg. It's a full-round action, so it replaces their full-attack routine, which saves time for the GM, but makes it super dangerous for the PCs, yes.

PS: Stranger's Shot has the added nastiness of resolving as a touch attack beyond the first range increment... do remember to apply a -2 to hit per additional increment above the 1st though, whether or not they are using Stranger's Shot. However if they do a full-attack instead, they only use touch attack within the first range increment of 80 ft.


Thanks everyone!! GM Forum has the same views on the damage type.


GM Nowruz wrote:
Thanks everyone!! GM Forum has the same views on the damage type.

Makes sense, given how it was worded.

At least the damage went onto the healer that steals our damage anyway, right?

Going to hold off posting IC to give Kyron a shot, in case he wants to go after the snipers rather than the angry fire next to us.


Took another look at the planar adaptation spell. It says fire resist 20, not 30 - I think the 30 I was thinking of was the "ignore Plane of Fire traits" bit. After looking back in the thread, I realized that meant my steed got fully toasted by the breath weapon in the first encounter.

Removing references to Lichaam riding a phantom steed in the latest IC post, and just having him go by his overland flight.


Is the second creature also a mythic fire elemental? Because if so, I think Daathiel's Naturalist performance applies.

Do we know if this is one of the "save makes you immune for 24 hours" attacks?

Also, between this and the ash weapon, I think there's a slight "blindness" theme to the adventure.


Spending my reroll on this. Don't like it, but I'd very much like to avoid permanent blindness. I know, crazy talk.

Bit of out-of-the-box thinking here, and the answer is probably "no", but I'm going to ask anyway. Since the whole party has darkvision... do we think the Darkness spell would remove the risk of blindness from that effect? Or would the mythic elemental's light just burn through it unabated?

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Those with Darkvision will be affected by the gaze. Past round 1, gaze attacks are usually less lethal, as most individuals have the natural reflex to avert their eyes...

Also, blinding someone with a gaze attack usually shuts down the gaze, so keep on doing what you've been doin', gents! :)

Gaze:
Gaze (Su)
A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.

Format: gaze; Location: Special Attacks.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Rajah was probably not as much affected (even being blinded). She has scent and blind-fighting...but still miss chances.

I could not see if a tactical withdraw was possible, since not sure if either elemental is blocking the retreat. Heck, I am not sure if we were above them or below them...but will work with what we have.

Also, GM not sure on the fog...since part of elem and lion are in and part are out...let me know if I need miss chance (again would roll twice with blind fighting). I only included dazzle in the rolls.


The whole area is 30 ft.

I assumed you were in the middle of the air with your mounts so they are below you.


You can just attack the part that is not in the cloud so no concealment for the male elemental that just arrived.

And with only 15 ft space above the elemental and you also being on the lion that means that it can be max large without crushing you.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

I guess I never thought about it as on top of the mount adding extra space and figured rider shared the same 10’ cube as steed (or 15’ cube in this case) - Fendahl will dismount if needed.l to make room for two stacked 15’ cubes. :)

Scarab Sages

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M Aasimar Archivist 14 | HP 129/129 | AC 25 T 14 FF 21 CMD 24 | Speed 30' | F +16 R +21 W +16** | Init +9 | Per +21 | Performance 35/36 | Probable Path 2/2 | Reroll 1/1 | Lore Master 3/3| Spells 6/7, 5/7, 5/5, 5/5, 3/3 |Active: Heroism, Heightened Awareness

Daathiel will re-start Naturalist as a swift action on his next turn, but it won't apply until then.

Saving Finale is a pretty nice spell to have but I need to be judicious about when to use it.


Yanndu wrote:
Those with Darkvision will be affected by the gaze.

Yeah, probably. Still, since this is specifically light doing the blinding, there's a slim chance the GM will go for it.

Daathiel wrote:

Daathiel will re-start Naturalist as a swift action on his next turn, but it won't apply until then.

Saving Finale is a pretty nice spell to have but I need to be judicious about when to use it.

Great spell for inspiring bards.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

One thing which would be a big help for me if anyone needs to be on the ground, is trying to make sure there is space available to drop coldballs on the bad guys. The cluster bomb ones only have a 10 foot radius so I can drop them in the space occupied by the two elementals without hitting allies, so long as none of us are in their space (flying above them is fine). If we get more enemies joining in, then the 20 foot radius ball may be more useful (especially with Dazing meta-magic added) but is obviously harder to position (I do have some options for avoiding allies in that area, but all come with certain drawbacks and limitations which it would be helpful to avoid).


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As this light is a mythic ability it is magical and as the dc scales with level it is equal to half HD as spell level. So it also higher in level as the darkness. So that I would rule that their ability overcomes magical darkness up to level 6.


GM Nowruz wrote:
As this light is a mythic ability it is magical and as the dc scales with level it is equal to half HD as spell level. So it also higher in level as the darkness. So that I would rule that their ability overcomes magical darkness up to level 6.

About what I figured. Mythic power seems like it would trump a level 2 spell, even without getting into the darkvision/darkness/light interaction.

Sovereign Court

Heightened 7th level dancing darkness spell, anyone? :D

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Re: snow globes, Fendahl was planning on staying mounted unless he will get crushed against ceiling.

@GM - I took a stab at how I understand the vertical space (below the main map...please confirm or remove as desired).


Also, if Caduceus can clear the area above the nearest elemental, Lichaam can put the Opal's summon there.


Can someone bot Caduceus?

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

I would suggest swift to hands and mercy on himself and then withdraw?


Fendahl Silvermane wrote:
I would suggest swift to hands and mercy on himself and then withdraw?

I'd say probably withdraw after the LoH. I think that will still provoke from the male elemental on his second square of movement, though, so move-and-use-standard-action could also be valid. Spellcasting for self-heal if the LoH doesn't go well?

He's currently at 31 hp. I think the first thing that happens in his turn is absorbing 5 damage from anyone that has some. That's Kyron and Fendahl, putting him at 21 hp (or 95 damage). Then LoH as a swift action to heal self for 4d6+2 + 1d6 (greater mercy) +10 (fey foundling). That's not a lot, on average, compared to the damage he's already taken.


Ah, and +5 healing from the sword. Missed that one.

Thanks for tanking that.

Caduceus Via wrote:
Just clarifying something. Caduceus is immune to fear. Does he need to roll to save against this effect?

The GM pre-rolled the saves against fear in this post (when the second one showed up). He did not roll for Caduceus, presumably because immunity.

Also, something I'd forgotten - grappled creatures can't make attacks of opportunity. So with one elemental blind and the other being hugged by a giant kitty, your retreat is probably safe.

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

It was in response to this statement:

GM Nowruz wrote:

@Everyone:

- I make a Will save DC 18 for you to speed things up. If you fail the check then Rajah, Caduceus and Yanndu are panicked but all others would be shaken for 5d6 rounds. Frightful presence is a mind-affecting fear effect. Please use your reroll if you want.[/spoiler]


Attack rolls aren't great, but hopefully Daathiel's performance and the AC penalty from grapple will make up for that.
EDIT: Naturalist is language-dependent. Standard air elementals only speak Auran, and I'm assuming Daathiel is speaking Taldane. Removed the Naturalist bonus.

I don't know when you want the elemental to roll for damage from the Plane of Fire or the heat aura (or if you want to do it yourself), and so did NOT do it.

Also, something I realized... the elementals came up from the magma that's presumably a ways down. Are they flying?

Scarab Sages

M Aasimar Archivist 14 | HP 129/129 | AC 25 T 14 FF 21 CMD 24 | Speed 30' | F +16 R +21 W +16** | Init +9 | Per +21 | Performance 35/36 | Probable Path 2/2 | Reroll 1/1 | Lore Master 3/3| Spells 6/7, 5/7, 5/5, 5/5, 3/3 |Active: Heroism, Heightened Awareness

Daathiel knows almost all of the languages, so can switch to Auran next round if desired.

He can also cast Gallant Inspiration if needed on a particularly key attack roll.


The elementals really were flying up because the scenario says that they are flying up but they actually don’t have a fly speed. :-/

Please roll all elemental damage rolls yourself.

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