Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

If we are resolving in initiative order and Hadda gets the impression that Grishelmuk isn't going to be able to put up much of a fight, she would probably not cast Haste. I mean, it looks like she's taken 89 damage, so I can't imagine she's long for this world.


Military Base

I'm back. I tried to post from my hotel room Sunday night but I kept losing connection with Paizo, so I gave up. This is the first opportunity I've had to post since returning on Monday.


Military Base

We're going to freeze things just before the next confrontation to allow everyone to level up to 9th. Let's assume the group did take the opportunity to rest up before approaching this area, so everyone can be at full power. This will be the boss battle of this AP book.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Sweet! Level 9 is much appreciated, as is the opportunity to rest.

I've been wanting to harmonize Dom's Swashbuckler abilities with his Rage abilities, and I figured out how to do it. My plan is to take a single level of Urban Bloodrager. This will give Dom Controlled Rage, which means that he can Rage and Panache at the same time! Thematically, it's Dom figuring out how to balance his split heritage (just in time for an epic fight). I'll figure out the further implications and then level up.

****

Here's the level-up:

Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1
+10HP
+1 BAB
+2 Fort
Controlled Rage
Fast Movement
Bloodline: Martyred
Bloodline Power: Ancestral Strikes
Feat: Power Attack (I know, way overdue)
Skills: Acrobatics x2, Intimidate, Perception, K. Nobility, Sleight of Hand


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Awesome, Dom!

Hadda is also probably going to dip, and I'm trying to figure out which dip makes the most sense.

Option 1: Melee. Inspired Blade Swashbuckler would represent some training with Dom, nabbing a pool of 6 panache, weapon finesse, and weapon focus. The 9th-level feat would be fencing grace, which would allow for 1d6+5 damage before buffs.

Option 2: Range. Lore Warden Fighter boosts her poor Fort save, only loses a small handful of skill points, and grabs two feats, which would go into point-blank shot and precise shot. This would indicate more training with Crasius and Ingrit. No deadly aim, rapid shot, or manyshot, obviously, not yet, but...

Hadda has multiple times recognized throughout Artrosa that she is often unable to contribute effectively. She can cast useful spells, but then she's just trying to stay out of the way. It's not a great feeling for someone who knows a lot of things. So she has been looking for additional ways to contribute.

There is Option 3, of course, which is continuing to progress her bardic capabilities and just going at the development of her martial skills more slowly.

I love Hadda as a character, but it's tricky trying to find a good spot for her in the scheme of combat. Dom is a great front-liner, supported by frequent Wapiti devastation. Ingrit and Crasius are both great bowfolk. Rurik handily keeps us all alive and provides great divine buffs. Hadda is a knowledge- and skill-monkey with some useful arcane flexibility and the bard's suite of useful buffs. She and Crasius are already different bards, and I'm trying to differentiate them more.

Thoughts? Am I worrying too much about her combat functions? Does anyone have better ideas? Thanks for the consideration.


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Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

The first and most important point is you should play what you want! I think we'll be fine with anything.

I would probably be an Option 3 adherent. My take is that Hadda is our party arcane trickster--skill monkey and caster rolled up into one! We really need that role, as Crasius leans martial. Hadda contributes amazingly with her spells and is our fearless leader of lore!

If you're looking to deal damage, one option would be to add a more damage-focused bard archetype. One idea would be Sound Striker--you literally talk an enemy to death! (I kind of think that fits Hadda.) Functionally, the Weird Words power is like Scorching Ray with bonus damage. And spending Bardic Performance rounds is less problematic when the party has 2 bards. I think you'd have to give up the Studious Librarian archetype, but you would keep the more crucial Chronicler of Worlds archetype that is the foundation of your character.

If you're looking for something more martial, I think there are many other archetypes, and you might consider that alone or in combination with one of the 1-level dips you mention. My concern is that just a single-level dip is not quite enough to make Hadda a martial character, because Hadda's feats are heavily invested in being awesome at skills.


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Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

A lot of Hadda's participation comes from how she's role-played, not just the numbers that she throws at problems. My entertainment value from being in a group with Hadda is principally down to the excellent characterization and fun running commentary.

I have full confidence in your ability to stack buffs to make an effective archer with a 3/4 BAB class.

Note that melee is arguably harder, as you have to worry about position AND armor class AND hit points in addition to your attack bonus and melee damage output.


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Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

I agree with much of the above, your RP is the core of what makes Hadda such an enjoyable character. Our Frontline is pretty solid and is it going to get better, since at this level two of Wapiti's saves, his attack bonus and HP all go up, he gains a feat, his Natural armor goes up, and gains mutiattack, making his hooves more useful.

So as far as melee goes pretty solid, And like Crasius said, you'd have to invest a lot to bulk up your melee presence. You can throw a feet into archery, and still develop everything else along the more arcane line. You are the party's primary arcane caster, So you'd play more like the brilliant wizard, who won't hesitate to pull a Harry Dresden and shoot you in the face when needed.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Leveling:

Ingrit
Ranger level 9 (Skirmisher)
HP: 1d10 + 2 ⇒ (5) + 2 = 7
+1 BAB
+1 Will
Evasion
New Hunter's trick (Distracting Attack (Ex)): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Feat: Clustered Shots:When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

Adventuring skills (6+1): +1 (Climb, Knowledge (Nature), Perception, Ride, Stealth, Survival, Sense Motive)

Background skills (2): +1 (Knowledge Geography, Handle Animal)

Wapiti
+1 HD Hp: 1d8 + 4 ⇒ (5) + 4 = 9
+1 BAB
+1 Fort
+1 Reflex
+1 Skill pt
+2 Natural Armor
+1 Str/Dex
+1 Bonus trick
Ability score Increase (Str)
Multi-attack (-2 penalty on hooves)


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Level 4 of Dragon Disciple
+1 HD: 1d12 + 2 ⇒ (2) + 2 = 4 So 7+2 for 9 instead.
+1 BAB

+1 Natural Armor
+2 Strength

Gain Cluster Shot Feat

+1 Acrobatics
+1 Diplomacy
+1 Linguistics (learn Giant unless someone has a suggestion for this.)
+1 Perception
+1 Sense Motive

+1 Caster Level
+1 1st level spell slot
+1 3rd level spell slot

Gain 1 3rd level spell known. Blink

Sadly, I cannot take Endure Elements.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

I forgot we take higher of PFS default or die roll.
HP: 1d10 ⇒ 5
PFS default remains what I get.


Military Base

Since there are two archers and two melee combatants in the group, if it were me, I'd focus on finding ways to use magic to aid in combat, either as buffs or magical attacks. With Seke leaving, you have less arcane magic available.

Do you want me to 'bot Seke for the final battle? If so I'll level her up. She'll not move on past this book, however.

We could try to recruit another arcane caster if you think it would round out the party. Or perhaps a second divine caster would be better.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Thank you all for the feedback. I'm going to continue to progress Hadda through her bardic levels. I still need to decide on her new feat and her new 3rd-level spell, but that brings up an important thing: her new chronicler of worlds ability.

Quintessence Infusion (Su) wrote:
This performance infuses allies with planar quintessence. At 9th level, while on a plane other than the Material Plane, the chronicler of worlds can use this performance to target an ally within 30 feet. For every 3 bard levels she has beyond 9th, she can affect one additional creature. Affected allies gain the plane’s basic infusion effect (see Planar Infusions). If the chronicler of worlds is 13th level or higher, affected creatures also gain the plane’s improved infusion. If she is 16th level or higher, affected creatures also gain the plane’s greater infusion. The first time each day a creature benefits from quintessence infusion, the plane infused is set for the day and additional infusions can grant only that plane’s infusions. Infusions that have limited uses per day remain limited in that way, regardless of how many times quintessence infusion is gained. Quintessence infusion relies on audible and visual components.

Officially, this only works on planes other than the Material Plane. I don't know if this campaign ever visits any other planes, but we have certainly been engaging more with outsiders. The abyssal influence in this book has been strong. I'm not sure if Baba Yaga's Hut counts as a demiplane or anything like that, but travel is clearly a big part of what we do.

So I'm interested in ways to enable this bardic performance to function on the Material Plane. I'm happy to spend either a fear or a spell on this, or both if necessary. The Eldritch Researcher feat makes reference to spell research, so that's one option. There are a few other planar-focused feats that could provide some flavor towards tearing open a temporary gate between planes to access planar infusions.

  • Planar Sensitivity
  • Planar Heritage (as a catch-all)
  • Planar Infusion (more restricted than the bardic ability, but giving a sense of what it enables)
  • Planar Mentor (a possible source of the power)
  • Planar Survivor (too general)
  • Planar Traveler (getting warmer)
  • Planar Wanderer (a little more on the travel side)
  • Planewalker's Insight (getting colder)


  • Military Base

    I looked ahead at the last three books and there are some scenes that involve other planes. So planar traits and abilities may eventually prove useful.

    FYI: the books suggest that PCs eventually reach 17th level by the end of the AP. That can give you an idea of how abilities can advance with level.


    Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

    Cool! Just to check, then, will the Quintessence Infusion work exactly as written (i.e., not on the material plane), or can I take or develop a feat or spell to enable it to function while still on the material plane?

    Once I have that sorted, I can post my full level up.


    Military Base

    I don't yet have a clear idea of what planar infusions do. Can you give me an example of something you would do if the rules allowed it?

    Why would it work in non-material planes but not the material plane?

    Until I understand better what the effects might be, I'm inclined to leave it RAW.


    Military Base

    Ready when you are.


    Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

    Hadda's player has apparently been dealing with a few RL issues, so will likely post when they can.


    Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
    Skill M-Z:
    Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
    Skill A-L:
    Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
    Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

    Sounds good. I am ready when everyone else is.


    Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

    Check check.


    Military Base

    RL comes first, so we wait.


    Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

    Hey folks, I'm here. But I've been coming to the conclusion that I want to wind down my PbP games. I've done PbPs for a long time and enjoyed them, but I've been struggling with checking in regularly. I'd like to finish out our mission here and then treat that as an ending point.

    So not goodbye yet, but it'll come.


    Military Base

    Understandable. One big battle to go. Make it worthy of a song!


    Military Base

    Hadda, are your leveled up now? I've mainly been waiting for you to finalize things so we can continue.

    Looking at Hadda's player's other characters, no posts since late October.

    I'm going to try to 'bot Hadda and get on with this final battle, hoping things change for Hadda's player soon. I'll get up a Gameplay post as soon as I can find the time.


    Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
    Skill M-Z:
    Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
    Skill A-L:
    Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
    Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

    Sounds like a plan.


    Military Base

    I'll get it posted on Friday after I finish my end of term grading.


    Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

    As you recognize, Hadda's player has been gone for quite some time. In one game where they're the GM, they asked for a break, with the hope and expectation of returning. Hope they'll return, but botting makes sense.


    Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

    Yeah I'm in a couple of games with Hadda's player. They're absence from the boards is definitely going to be longer than initially anticipated so we should plan around not having them as an active character for a while


    Military Base

    I've set up the map and I am assuming everyone's profile has the stats of the level 9 character. I'm going to roll initiative again and post the order along with a recap and map link.


    Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
    Skill M-Z:
    Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
    Skill A-L:
    Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
    Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

    I will be on vacation from Thursday through next Monday. I am not sure how much I will be able to post in that time. Feel free to bot me as needed.


    Military Base

    I'll be making a gameplay post later today, between my morning and night classes. Sorry for the delay.


    Military Base

    As written, a PC must risk a lot to retrieve the key that is at the bottom of the Eon Pit that allows the group to take the hut to the next location to seek Baba Yaga. There are two options, which I'll describe below so anyone wishing to role play retrieving the key knows the risks. If no one wants to a chance, I have ideas for how to get around the challenge. I'm going to assume that Hadda has read about the pit and its curse and shares that with everyone once people begin to look into the pit.

    I'll post what is in the AP.

    AP Text wrote:

    The pit has a strong aura of necromancy. A long flight of stone-carved stairs coils along its inner perimeter, descending 120 feet down into the darkness. Living creatures that enter the Eon Pit risk suffering the effects of the Curse of Eons (see below). The ceiling in the cavern soars to almost 100 feet at its highest point.

    The Eon Pit represents the passage from life into death, and unleashes one of Baba Yaga’s most powerful curses. As a creature descends the steps into the Eon Pit, she begins to age rapidly, which takes a toll on her sanity as well. For every round spent within the Eon Pit, a creature must attempt two saving throws. The first is a DC 18 Fortitude save to avoid aging +50% of the creature’s current age toward the next age category. The second is a DC 18 Will save to avoid the effects of an insanity spell (CL 20th). If the pit ages a character beyond her maximum age limit, she dies of old age. A lesser age resistance spell grants a +2 bonus on these saves; age resistance grants a +4 bonus, and greater age resistance grants a +6 bonus. A character who is already of venerable age is immune to the effects of the Curse of Eons. Both the aging effects and insanity are permanent, though a greater restoration or heal spell can restore the creature’s sanity, while a limited wish, miracle, or wish spell both cures the insanity and restores the creature to its original age.

    Assuming the stairs descend at an angle of 45 degrees means to move down to the bottom along the stairs would take 120 feet of movement to get down and another 120 to get back up. There are a lot of creative way to get to the bottom faster, including using the Serpentine Owl, haste, teleport, fly, and various other spells. There is another option.

    Seke is currently an NPC. While I'd rather keep the character available should the player decide to return, I'd be willing to play Seke as willing to attempt to retrieve the key so that she suffers any ill effects but ultimately gets the key.

    Let me know what you'd like to try.


    Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

    Hmm... the party is almost all human (short lifespan) but of all of us Dom is the youngest, Rurik has the best Will save.

    With haste all medium size characters would have 60ft movement, so a single round double move would make it all the way down. Taking 3 rounds total assuming no problems retrieving whatever is at the bottom of the pit.

    The giant owl is definitely an option, though I have no idea how aging would work on something that's technically a living wondrous item.

    Just bouncing around some thoughts/options


    Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

    I don't know of any spells that protect against unnatural aging, unfortunately.


    Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

    Yeah. Apparently Age Resistance is a spell onoy available to alchemist, druid, sorcerer/wizard, and witch (and witches can also gain it's benefit using the Cook People hex)


    Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
    Skill M-Z:
    Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
    Skill A-L:
    Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
    Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

    I don't know that I am anywhere close to the best, but I would be willing to go. I have Heroism to help with saves, and I think I have Hero Points I would be willing to spend.

    If someone else wants to then I will cast Heroism on them. But I think a PC should do it.


    Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

    Nnf. It's a necromancy effect. If only it were a negative energy effect, then I could death ward it.

    I don't have a heroism prepared but I'll take one if someone has one and then try it with my +11 Will save. Might throw on a protection from evil as well just... in case.


    Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
    Skill M-Z:
    Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
    Skill A-L:
    Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
    Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

    I will be happy to cast Heroism on Rurik if he is willing to try his hand at getting the key.


    Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

    I excel at rolling 1s in clutch moments. What's the worst that could happen? I make a new character!


    Military Base

    I think it's a harsh ordeal to put any PC through. If it were just one save each round, you could pick the person with the best save, bolster it a bit, and rely on a hero point reroll to avoid the worst of it.

    But it's two saves and if you blow the will save, you are afflicted with a permanent confusion condition that is very hard to remove.

    Effects of the Insanity spell: The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

    Those are all spells that are well beyond 9th level characters. So that would end the character.

    I'd feel better having Seke attempt it. She can cast fly, with a speed of 60 ft (90 ft hasted). She can also cast a spell called Threefold Aspect which would allow her to take the appearance of a crone, which would give her a +4 enhancement to Wisdom (+2 to Will saves) but would not reduce her constitution, so her Will save would increase to 11 and her fort save would remain 11. She could survive failing a couple of the aging rolls.

    If a PC still wants to attempt it, work out the best spells for boosting Fort and Will saves. You can rest and reset spells if needed. Do some test runs, rolling the saves and see what the best and worst case scenarios are.

    You can ask Jadrenka for help. She can cast age resistance for a +4 bonus to the will saves. She can also cast greater heroism, which grants a +4 moral bonus to all saves. She can also cast teleport, so that would get you down without using up a move action. It does come with a 6% chance of going wrong in some way.

    Think on these things.


    Military Base

    If you are interested in starting the next book, I'll post on the recruitment thread to see if we can get a few more players.


    Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

    We decided on how we're approaching the aging puzzle?


    Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
    Skill M-Z:
    Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
    Skill A-L:
    Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
    Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

    I think it is worth listening to the GM. Sometimes strong GM hints are worth just going with. I prefer a player do it for story reasons, but losing a character on a bad roll is probably not worth it since that would also mess with the story pretty badly.


    Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

    I agree. We can do what we can to best buff Seke and let her give it her best, If it fails we figure something out and try against (also settles Seke's exit).

    If it succeeds, we don't need to replace a PC.


    Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

    Ok! Let's do it!


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    Military Base

    I will make it so. I hope players will role play the lead up to this for dramatic effect. I'll make a post later today.


    1 person marked this as a favorite.
    Military Base

    Wow, we've got 13 posts on the recruitment thread for new players. I'll post in the gameplay thread and then start looking through those posts. Everyone should also read them and comment on anything you wish to share. You will have a vote in who gets invites to play.


    Military Base

    I expect we'll get up to three new players/PCs soon. In the meantime, it's been suggested that if any of the current PCs have less than the recommended wealth level for 10th level characters (62 k), you be granted a way to add to your gear to achieve that. So send my your wish list of items. You'll get something pretty close to what you ask for, depending on the details.


    Military Base

    I think with +8 from age resistance and greater heroism, the chance of failure is pretty low. I would like to try an experiment in the discussion area. Please make a pair of saves: Fort and Ref using just your normal save bonus.

    Make three sets of saves.

    The DC of the saves is 18. Let's see the results without any buffs. Then we can see what kind of buff would be needed to prevent failure in cases where the saves fail.

    Beyond that, we are pretty much at the end of the book. It remains to return to the hut with the keys to continue. Hadda and Seke will stay behind for reasons. Jadrenka will reveal some things and you'll eventually meet up with three new companions to join you as detailed in the recruitment thread.

    I've given the new players until the end of this coming weekend to post their character concepts, backgrounds and so on. Then we'll all review them and vote via PM and I'll announce the characters selected.

    In the meantime, think about your treasure wish lists and let me know if you have any other concerns or questions.


    Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

    Fort save: 1d20 + 9 ⇒ (7) + 9 = 16
    Ref save: 1d20 + 4 ⇒ (19) + 4 = 23

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