
Mineire the Gossamer Merchant |

yeah, i didnt want to pass anything on mistakenly messing some of it up, since i didnt fully understand what i got. and not in the company of our little boy and old lady host

Yin, Daughter of Nug |

ah, no, would not say your fault. Things just happened, as they would naturally. I'm cool with this because it's not overanalyzing things, just acting as we would.
You did what you did because you'd do it. I'll do what i'll do for the same reasons. Wouldn't say it's anybodies fault as there is no fault here.
But yeah, I understand the problem too, I was considering my options as well, but have seen few real options either except for the brain-drain one. I do have breath of life, though, so he'll not end up dead even if he has very few HP.

Yin, Daughter of Nug |

well, if he's stupid, one more reason to make a vacancy. I considered, instead of the Feeblemind, to try and baleful-polymorph him (via Mythic Power+Archmage) into a pigeon. His absence may be noted at some time, but it would definitely get us a headstart before guards come looking for us, for specific reasons. If someone is looking for him by magic, it's still another thing to find him in the city, and if nobody is looking for him, we can still turn him back after we are done because likely, he's well. Unless a Dragon snacks him which would have killed him anyway. What'd you think on that?

Mineire the Gossamer Merchant |

i think a good idea would be for Yin to talk to Barrett after he is done with his thing, since Yin cant see what is transpiring mentally between him and the Count. then, if displeased with what she learns of it, she is super sneaky and can braindrain him shortly thereafter.
just my two cents though, i wont be mad either way. not trying to infringe upon your play

GM Rednal |
(Note that things like torturing or killing authority figures - regardless of how competent and/or intelligent they may or may not be - will generally be regarded as an evil act... and could have an impact on your alignment. Also, you have a friend in this town, and she's going to have to live with the count's allies when you're gone...)

Yin, Daughter of Nug |

@Sneakily brain-draining...depends...if we basically talk right outside the room, that could work...but honestly, I doubt I'd go out of the building to some place we feel comfortable talking about things(because obviously the common hall was not fulfilling that criteria), then sneak back in and brain drain him while he's giving a number of guards our description to hand out throughout the city...(because technically calm emotions will run out any moment now, assuming Barrett had to cease concentration to share the memory with the Count).
just to be clear, I fully intend to turn him back into a human afterwards. Just give him a timeout as a pigeon because I feel right now he'd cause tons of problems for us if left unchecked...starting by warning his buddy Tesh about us, to telling guards and diverse other unpleasantries.
As for the friend having to live here...the question is, if the count was almost facing a revolution before because his rule was so crappy, and he basically had to call in the bloodless to keep up control, and his "ally" is some weird guy that Barrett seems to have an unhealthy interest in, then I'd quite expect a different leadership to take over when we're done. In that case, those allies won't be much of a problem. Otherwise, he'll hopefully know better after becoming human again than mess with the people who could turn him into a rat permanently.

GM Rednal |
The count's enjoying himself because he's expecting Tesh to take care of things. XD As you might imagine from your current location, he's pretty much a non-entity in terms of actually DOING things, and you don't really need to worry about what else he'll do.
(Also, if you're ever concerned about how you're actions might affect you - or whether or not something would work as intended, such as that share memory spell - you're always free to ask here in the Discussion thread or over PMs. I'll respond as promptly as I can.)

Yin, Daughter of Nug |

"You tell Tesh that I'm gunnin' for him."
Great, now i need Animal Messenger too and Tesh can dispel the pidgeon polymorph right away -_-
*smile*

Sashin |

Sashin has no problems with torture or similar acts. She's already evil, so no worries there.
She has had many years to perfect the art.
If you wish, you can leave, and not be a part of it, if necessary.
Edit: seems like the evil stuff is not required. That's fine.

Yin, Daughter of Nug |

"what was it, what was it?" *flies up and down mimicking hopping excitedly*
Sushi, maybe?

Yin, Daughter of Nug |

"Fairy? Who's a Fairy?...who are you talking to, Tinkerbell?"
On a side note, I'll totally name a Dragon Tinkerbell in a home campaign I'm running...

Yin, Daughter of Nug |

I believe thats an even better option of handling it than my original plan with turning him into an animal(It has a obvious failure chance, but IF it works, we basically got a "get out of jail free"-card here). Sorry I've overridden your message, but Yin's sneaky. Attention is not something she craves. Tesh will know soon enough you are coming for him. Plus maybe she still sends an animal messenger, only one he won't dispel :)

Oneidros |

I think none of us even know what's going on up there. oneidros is VERY curious you finally find our what others have learned so he'll certainly follow the gunslinger out when he offers you share some info.

Mineire the Gossamer Merchant |

I followed Barrett, and even had i known what Yin planned, i wouldnt be able to stop her

Mineire the Gossamer Merchant |

ready. i'd talk to this "priest" but i cant think of anything non-snarky to say haha

Yin, Daughter of Nug |

I've got this, i think... Us great minds think alike ^_^
Feel free to be snarky to both of us though, Yin's hard to offend even IF she catches it.

Mineire the Gossamer Merchant |

Well, I made Mineire to be fairly resilient. That said, he was meant to shine more outside of combat.
DEFENSE:
36 AC
Half damage from non-force effects
Saves, eh, not really up to par for our level (and power level)
OFFENSE:
Average 36 dmg per hit (without buffs)
Can buff 15 more damage per hit, 7 more on one atk/rnd if i start burning PP
up to 4 hits in a full attack at +22 to hit (+2 after 3rd round)
Have one commonly used variable buff (Greater Metamorphosis) that can give +2 atk/dmg or +3 AC, or tons of other effects (have to choose one thing each casting, or spend more PP for additional choices).
*********
So, long story short, he can probably TAKE a decent beating.
Not sure how much of a beating he can give out compared to other PCs.

Yin, Daughter of Nug |

Oh, make it nasty.
I also made Yin to be rather resilient.
DEFENSE:
I take pretty much full damage from everything, but have Regeneration(Law/silver/lawaligned spells). Unless said boss specifically goes out of his way to kill me(rather than just keep me down and worry about me later) I can probably take a beating(by far not as well as some others...but I'm not as squishy as a typical caster either)
Aside, she's good at evading things. I basically have hide in plain sight as long as there's shadows except my own, and still a formidable stealth skill.
OFFENSE:
Ray of Exhaustion, Phantasmal Web, Gloomblind Bolts, Overwhelming Grief, Accursed Glare, Phantasmal Killer, Scorching Ray, Acid Arrow, Blindness, Black Tentacles, ...
SUPPORT:
Haste, Telekinetic Charge, Breath of Life, Communal Protection from Energy, Enlarge Person, Break Enchantment, Restoration, Greater Magic Weapon, ...

Sashin |

Sashin is pretty much a grappler/damage dealer, with crap tons of natural attacks and her breath weapons.
OFFENSE:
natural attacks, breath weapon, super mobile what with her speed, weak fear aura, greater invisibility, vampiric touch, darkness, resist energy, disintegrate, maddening oubliette (mostly flavor), grapples plus grapple feats, high CMB
DEFENSE:
moderately high AC/CMD, massive HP, dragon immunities, high saves.
SUPPORT:
not much, but breath of life, communal spider climb, haste, globe of vulnerability.
Also, if you'll let me, GM, I'd like to get quite a few spells in, starting with the hour/level ones on the way.
I'll post a list up to the gameplay thread, along with all of the effects.

Oneidros |

As far as buffs go, I have the following Stance: [Shattered Mirror 5] Silvered Mirror Stance (Su) When you assume this stance, choose a single non-personal range power, psi-like ability, spell, or spell-like ability affecting you. While you maintain this stance, allies within 30 feet of you also gain the benefits of the chosen effect for as long as it is affecting you.
...so if there's a buff we want to spread around, just cast it on Oneidros and he can share it with anyone else within 30'. (There'll be times where I want to be able to take on a different stance, but I could generally take this one whenever warranted to spread a buff around).

Oneidros |

Hopefully Barrett's spell is about to make the swarm corporeal (so we only have to worry about swarm and undead immunities). <grimace>
Assuming his spell fails though, you said "The whirlwind would need an added magical impact - slam (i.e. physical) damage alone would not affect an incorporeal creature." I'm assuming that my +3 amulet of mighty fists would qualify, yes?

Yin, Daughter of Nug |

Other resistances? You mean like immunity to weapon damage? Such as that delivered by whatever an Amulet of Mighty Fists would enhance?
I think this one's for the casters. Give it hell, guys!

GM Rednal |
Anybody who DOESN'T beat the enemy's initiative should not post. Unless they have some way of beating the foe's initiative - an immediate action reroll, a mythic surge, etc. - they just hang out and do nothing until the enemy's posted. After the enemy's acted and Round 2 begins, the whole party can act again.

Yin, Daughter of Nug |

no, Sashin, but Initiative is continual.
Say you have
P1
P2
P3
Enemy
P4
One way to read it is 3 players do actions, enemy does action, another player does action, next round.
Or you can take a look at the whole...
P1
P2
P3
Enemy
P4
P1
P2
P3
Enemy
P4.....
and then pick out
P4(skip first round)
P1
P2
P3
Enemy
as initiative order. This way, you consolidated player initiative orders by clumping them together, with no actions occuring on different rounds. Basically imagine P4's (automatic) first action is to delay until just before P1, in the next round.
It's a lot easier to keep track of, especially in pbp where actions are posted when the person is online, not when their turn is up.

GM Rednal |
You have the timeline correct. What's REALLY happening is that I'm just shifting the end of a 'round' for the purpose of easier bookkeeping. It's not a surprise round, exactly - that has a very specific definition - but the idea is similar. Nobody's actually losing a turn or chance to act - it's just easier to keep things straight when I do this. ^^