| Zamanda |
Not sure how that is any different... do we think climbing down to the ground is going to make it possible to teleport, or are you saying rest outside the castle on this island? Going out the front covers ground we are going to have to cover anyway, and leads us off the island, which could all be cursed... but yeah, since the DM has moved us to there anyway, climbing down is fine with me.
| Bashiel Eland |
Oh, I thought it would just be easier to get out by following the shoreline rather than fighting through encounters.
| GM Rutseg |
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Since you said Zamanda *or*, I guessed that I didn't need to roll (since it is an auto-succeed), but if you want me to roll, just let me know.
I took your previous post Perception check as a success for that spoiler ;)
You will need to wait for next round to close the secret door though. (move action to move, move action to open the door, now you need another move to close it)
| Bashiel Eland |
“ Malen Concentration+Combat Casting vs DC 10+38+2=50: 1d20 + 20 + 4 ⇒ (17) + 20 + 4 = 41
But the worm is just too big and strong and as bones are crushed in the jaws Malen cannot avoid shrieking in pain losing the spell "AAAAAAH!"”DC 50! Ouch
:(
Also, ouch on Malen not being able to slip free even with a +20 on escape artist. CMDs too high.
| GM Rutseg |
I would normally make the creature remain fighting until at least badly wounded so you have a chance to save him, but this seems a memorable way of taking Malen out of the campaign.
I had something different planned for him, but this just seems a more striking way to remember him.
| Kalem Darkborn |
“ You are level 14 now!
The strong feelings come with a surge of vitality and energy.
To ease up pace, exceptionally you automatically gain all the new level stuff and recover expended daily resources as if the new level came with an automatic full rest.”
Woo!
Lvl 14 Bloodrager:
HP: 142 + 4 + 1d10 ⇒ 142 + 4 + (8) = 154
+1 Fort
+1 BaB
+4 skills
Indomitable Will (Ex) At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers
And...that’s it. Also completely forgot that Kalem had the feat Steadfast Personality and Deceitful. Bah. Will give the entire character sheet a look over tomorrow
| Bashiel Eland |
Paladin 14th:
HP Up: 1d10 ⇒ 1 Yep, I'll take average rounded up, for a total of 7 HP including CON
+1 BAB
+1 Fort, +1Will
+5 skill points (including FCB) => (Diplomacy, KN Religion, KN Local, Perception, Spellcraft)
---
Aura of Faith (At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction.)
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4th Level Spells! Only 1/day, but there's some really sweet ones.
---
Several things tick up in potency (Lay on Hands, Angelic Bond)
Ilsa Dreambind
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hp: 1d8 ⇒ 8
Level 14:
Class Taken: Mesmerist
Class Feature Gained: mesmerist trick
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (5+1): diplomacy (1), intimidate (1), perception (1), stealth (1), spellcraft (1), use magic device (1)
As a reminder for Kalem and Bashiel, here are the tricks we can use. I think we can all use 1/combat, depending on how many battles we do a day (I have 15 uses per day). We haven't been remembering to use them much (I've been bad about remembering my own abilities). I think I'm going to add this to my dice section to better remember. Here are the tricks, including my new one this level:
*Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.
*False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.
*Mask Misery: The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.
*Meek Facade: The subject magically seems like a weak target, goading an enemy into attacking her. The mesmerist can trigger this trick when the subject misses a creature with an attack (even if it’s part of a full attack in which she hits that creature with another attack). The enemy must attack no one other than the subject, and the subject gains a +2 dodge bonus to AC against the triggering enemy’s attacks. Both of these effects last for 1 round. The bonus to AC increases by 1 for every 5 levels the mesmerist possesses. This is a mind-affecting compulsion effect.
*Mental Fallback: Mental commands placed deep in the subject’s mind trigger when she would fall under mind control, allowing the mesmerist to control her instead. The mesmerist can trigger this trick when the subject is affected by a charm or compulsion effect created by an enemy. The subject acts as though the mesmerist had cast the spell instead of the enemy. For instance, if the subject were affected by charm monster cast by an enemy, that enemy can’t try to give her orders, but the mesmerist could. If the charm or compulsion causes penalties or conditions (such as those imposed by confusion, crushing despair, or hold person), the subject can ignore any of those penalties or conditions the mesmerist chooses. This trick overrides the charm or compulsion for a number of rounds equal to the mesmerist’s level or until the duration of the triggering effect elapses, whichever comes first. The mesmerist can’t implant this trick on himself.
*Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.
*Spectral Smoke: A cloud of smoke pops up around the subject, foiling attacks. The mesmerist can trigger this trick when the subject is targeted by an attack or by a spell that requires an attack roll. A smoke cloud appears in the subject’s square and in a 10-foot radius around it. This cloud lasts for 1 round per mesmerist level. The cloud functions as fog cloud, but is an illusion (figment) effect that can’t be dispersed by wind and can be used underwater. A creature that interacts with the cloud can attempt a saving throw to disbelieve the effect. The radius of the cloud increases by 5 feet for every 5 caster levels the mesmerist possesses, to a maximum of 30 feet at 20th level.
*Spell Anticipation: The mesmerist can choose a spell to strike back at enemy spellcasters. When the mesmerist implants this trick, he must expend one spell slot to couple a spell he knows of that level with the trick. That spell must have a casting time of 1 standard action or less and be able to target one creature (spells like dominate person that have more restrictive targeting can be used, but have no effect if triggered against creatures that don’t match). He can trigger this trick when the subject is targeted by an enemy’s spell. The mesmerist’s spell then triggers, affecting only the enemy spellcaster. This takes effect only if the enemy spellcaster is within range of the spell (as measured from the subject of the trick), and functions as though the mesmerist were in the subject’s square. The enemy’s spell still has its full effect, even if the mesmerist’s spell would normally protect against it or make the caster unable to cast it.
Ilsa Dreambind
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Laori--can someone remind me what happened to her last we saw her? It's--been a while.
My recollection, if we're thinking of the same person, is that I had used a fear spell on a bad guy, and since she was in the way, on her too. She had either run off or died, and then whoever we were trying to save ended up dying too. Was that right?
| Zamanda |
Hmm. That could be right. What I remember is that she told them where we were, and was all like "no offense" because she was trying to save herself, and then wanted us to give her the paintings we'd found... but you know, I didn't read back, so that could just be a fever dream or something. :)
| Zamanda |
Level 14:
taking another level of Arcane Archer, so Bard 8, Arcane Archer 6.
HP: 1d10 + 1 ⇒ (8) + 1 = 9
BAB +1
New Ability: Phase Arrow
At 6th level, an arcane archer can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.
+1 Caster Level (as Bard)
+1 fourth level spell known (Ghostbane Dirge, Mass)
+1 second level spell per day
+1 fourth level spell per day
... also corrected my third level spell list which was one short, probably missed it in a past level up (added Raven's Flight).
Skill Ranks +7 (bluff, diplomacy, disable device, perception, stealth, 2 ranks in spellcraft)
| GM Rutseg |
I am sorry if I am not properly adjudicating Ilsa spells. In fact, I am a bit confused by Ilsa trying to use a fear effect on an undead. I guessed maybe you have some ability to affect undead in such a way that makes an exception because this is the first time I see a mesmerist working, but a quick search on your profile, your mesmerist archetype and class did not trigger anything. Can you clarify if I am missing something, please?
Even then, being an incorporeal, there is a 50% chance non-damaging spells fail to take effect (and this roll failed), and even then, the creature has SR, so caster level checks are required (I rolled this turn for Kalem's scorching ray, but I prefer if you casters do it in your posts).
Also, I had to check this, but it seems energy drains are applied even if the DR negates all the damage of the attack. The hit is enough, contrary to other effects, like poison and other effects that usually are negated if the attack does not pierce the DR. See in glossary. So even if Bashiel did not receive damage on one of the scythe hits, he still needs to roll Fort against the Con drain.
Ilsa Dreambind
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Normally it wouldn't work, but I have Undead Inception that I hope makes it possible:
Undead Inception (Su): At 1st level, a spirit walker can affect undead creatures with his hypnotic stare as the psychic inception bold stare ability. This allows him to affect only undead; he must actually choose the psychic inception bold stare improvement if he wants to also affect other mindless creatures. At 3rd level when the spirit walker uses this ability, undead targets don’t receive a saving throw bonus (if they did to begin with), have only a 25% chance of ignoring the spirit walker’s mind-affecting spells and abilities, and no longer need to be under the spirit walker’s gaze to be affected. At 5th level, when the spirit walker uses his mind-affecting spells and abilities, they affect all undead normally, with no chance of failure.
| GM Rutseg |
Good! I was looking for something more specific talking about fear, but checking more carefully the undead immunities they refer only to min-affecting and not fear, so Undead Inception is a blessing for Ilsa in this Fortress! That said, you still have to go through the incorporeal spell fail chance and the creature Spell Resistance to make the spells land.
| GM Rutseg |
It crosses my mind that in this post I specified that the trigger for Ilsa's mesmeric mirror was getting targeted by a touch attack, and a ghost's touch attack certainly would count! Since Ilsa didn't fail her Will save, she can activate it for me on the AoO I provoked by dancing. I don't know if the ghost is fooled by said images, so I've rolled all my saves regardless. You can roll my mirror image checks if they matter.
Sorry for that, there is just too much to check for my mind to remember all, and I am so unfamiliar to all the mesmerist tricks that after a few days I tend to forget them again. Please accept my apology.
Even if Ilsa wants to trigger the mirror image though, this creature has:
A danse macabre notices and locates living creatures within 60 feet, just as if it had the blindsight ability. It also senses the strength of life forces automatically, as per deathwatch.
I am not 100% sure if blindsight negates mirror image, but given the spell is basically visual-based (being blind negates it), and nothing indicates the images detect as a living creature, I am inclined to think lifsense ignores mirror images.
But if you find rules that support a different interpretation, please share them here.
| Kalem Darkborn |
Found this feat:
Even the mindless dead fear your coming.
Prerequisite: Cha 14.
Benefit: Mindless undead with total Hit Dice equal to or less than your Hit Dice + your Charisma modifier are vulnerable to your class abilities, skills, and spells that cause the frightened, panicked, and shaken conditions.
This includes the Intimidate skill, which you can use to demoralize affected mindless undead.
Seems useful for mesmerists.
| Zamanda |
Does this mean we get a new save every turn, or only the one at the end of the turn after we encounter it?
"A creature can attempt a new DC 27 Will save at the end of its turn to escape from the effects of a dance of death; otherwise, these effects persist for as long as the victim remains within the aura."
| GM Rutseg |
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As it just specifies at the end of its turn, I understand it means at the end of each of your turns, thus each round. My understanding is the 'otherwise' here means that if you keep failing your checks or you decide not to roll them, then, there is no set duration and you basically remain dancing to death by attrition.
Yeah, this is a despicable creature, death by dancing.
When I played it, I think this was the creature that gave us more trouble in Scarwall, as me and another character failed that insane DC.
| Bashiel Eland |
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Even if Ilsa wants to trigger the mirror image though, this creature has:
Lifesense (Su) wrote:A danse macabre notices and locates living creatures within 60 feet, just as if it had the blindsight ability. It also senses the strength of life forces automatically, as per deathwatch.I am not 100% sure if blindsight negates mirror image, but given the spell is basically visual-based (being blind negates it), and nothing indicates the images detect as a living creature, I am inclined to think lifsense ignores mirror images.
But if you find rules that support a different interpretation, please share them here.
Yep, I've always run blindsight and other precise non-visual senses as bypassing mirror image, so that sounds reasonable to me.
I figure since we didn't know that, Ilsa probably would have triggered the mirror images for Bashiel anyway, they're just not proving useful.
Ilsa Dreambind
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Good! I was looking for something more specific talking about fear, but checking more carefully the undead immunities they refer only to min-affecting and not fear, so Undead Inception is a blessing for Ilsa in this Fortress! That said, you still have to go through the incorporeal spell fail chance and the creature Spell Resistance to make the spells land.
Okay, thanks for the clarification. Just so I'm clear, my spell didn't land because of spell resistance, and not because it wouldn't have worked otherwise, correct?
| GM Rutseg |
In this case it failed because using spells against incorporeals only work 50% of the times, except for damage spells, that always deal 50% damage, and force/positive energy that deals 100% always. The rule in this case is in the Universal Monster Rules incorporeal entry.
Even if it has passed that check, you still would have to pass through Spell Resistance.
But otherwise, yes, Undead Inception makes your mind-affecting spells work on undead.
| GM Rutseg |
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If you are finding this encounter too difficult to your taste, please remember your harrow points for this chapter allow you to:
Wisdom Rerolls: A PC can spend a Harrow Point to
reroll one Wisdom-based check or Will saving throw. He
must abide by the new result (although if he has additional
Harrow Points remaining, he can use them to attempt
additional rerolls).
Also, Zamanda, note bards' well-versed provide a +4 bonus vs sonic effects.
| Zamanda |
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Zamanda doesn't get well-versed because the Arrowsong Minstrel archetype trades it for Precise Minstrel... but definitely would come in handy around now. :)
| GM Rutseg |
Sorry for some of your abilities again not working Ilsa, I will clarify here:
Undeads are immune to paralysis. Also note they are immune to any effect that requires a Fort roll and does not work in an object. Which ghoul claws paralysis fall too within.
Likewise, I assume you are trying to deal lethal damage, because undeads are immune to non-lethal damage too. This means also the Enforcer feat has no use on undeads and there is no Intimidation. I guess you do this, because if you use non-lethal damage, there would be no damage and the Enforcer feat would not kick in anyway.
Finally, painful stare seems to be precision damage, and incorporeals are immune to both precision damage and critical hits (unless you have a ghost touch weapon like Kalem).
Please, note all the undead immunities and how incorporeal works.
| Bashiel Eland |
Now that we've got overwhelming damage on the table and hopefully it doesn't matter... Kalem, your scythe isn't ghost touch, it's undead-bane.
Ilsa Dreambind
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Sorry for some of your abilities again not working Ilsa, I will clarify here:
Undeads are immune to paralysis. Also note they are immune to any effect that requires a Fort roll and does not work in an object. Which ghoul claws paralysis fall too within.
Likewise, I assume you are trying to deal lethal damage, because undeads are immune to non-lethal damage too. This means also the Enforcer feat has no use on undeads and there is no Intimidation. I guess you do this, because if you use non-lethal damage, there would be no damage and the Enforcer feat would not kick in anyway.
Finally, painful stare seems to be precision damage, and incorporeals are immune to both precision damage and critical hits (unless you have a ghost touch weapon like Kalem).
Please, note all the undead immunities and how incorporeal works.
All good. I didn't want to assume I knew what the creature was, so I put all my abilities that could trigger, just in case.
| Zamanda |
On the subject of going to get scrolls... I would love to be cured of my very slight Con drain as well, but where are we going to go to get scrolls?
Malen is the one who had wind-walk, so that particular method of travel is lost to us. Do we know how far away the nearest friendly town is? Is it teleport range?
(Also, if we leave and Laori stays, we're risking her getting what we came for.)
| GM Rutseg |
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Laori will need 10 minutes to reply Kalem. In the meantime what would you do?
On a normal situation I would go ahead and make the time pass, but as you have many buffs still active, I wanted to make you know and let you decide instead of just making time pass.
Ilsa Dreambind
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I do think we need to try to replace our departed cleric through scrolls and wands.
I should be able to activate just about any non-class item with +25 UMD.
But again, it may not be anything close, and we had been traveling with air walk.
Perhaps we should talk to Laori first and see what she wants or if she needs killing. I do hate to leave her here alone.
| Bashiel Eland |
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OK, so I guess I'll use the last restoration scroll, we face Laori, and then we leave to get more scrolls and magic items to patch our sudden loss of divine support? Better to not give Laori a run of the place while we go to the mall :)
---
We could go to Kaer Maga to shop, as its definitely within the 900 mile range of our teleport scrolls and we're reasonably familiar with it. It should have plenty of item variety and high level items available. Korvosa is probably also in range based on eyeballing the map, but it may be a tricky shopping location these days for us.
| Zamanda |
Kaer Maga might be a good place to release Cinnabar as well. The anti-slavery group could give her a new start, and even employ her for her particular skills if she chose to use them for that cause. And if she ever wanted to leave, she could.
| Bashiel Eland |
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@Rutseg: You may want to update our max HPs on your tracker. You still have us with our level 13 totals.
@Zamanda: That seems like a cool way to go for Cinnabar. She might end up returning to her villainous ways, but its a real second chance otherwise. Hope it doesn't turn out that we have to fight her again :/
| Zamanda |
This is what happened to me in my Rappan Athuk game as well. Feeblemind on the whole party basically... no one left to lead us out of the dungeon or save us. That's a scary spell.
| Zamanda |
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We were going to introduce a new character, so the DM said that he could find us in the dungeon instead of joining us when we came out, and so the game went on rather than just letting everyone die, but I retired the character because I mean... Rappan Athuk won. It's kind of a survival sort of an adventure, and if you can't then... what else is there? :)
| Zamanda |
Ha ha... go for it. Might be fun to play that out if you want to. :) (and thanks)
| GM Rutseg |
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I said that Ilsa "can" release, not that she made it O:)
Just to the curious ones. The sack there was put by Mandravius and his allies, who also suffered under the curse. Kazavon liked to make people wait here when they had an audience, enjoying to see the compulsion to affect them.
Once up, the curse becomes permanent and the person cannot accept the idea of going outside of the room there.
When I played it, the barbarian was affected and no one was able to stop him. After spending a lot of spell slots trying to remove the curse (CL 20) we ended up burning a limited wish scroll to cast dispel evil and automatically free him. It was very annoying.
But then, Fortress Scarwall can be very annoying.
Ilsa Dreambind
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That's cool backstory--thanks for sharing. :)
Can your remind me which of my powers work and which don't with the Scarwall curse? I can't control undead with command undead, but my individual spells continue to work because my spells affect undead?
| GM Rutseg |
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These books have so much good story behind that it is a pity when you play and lose so many great details that give better explanation to the place and why it is like that. When possible to avoid major spoilers I like sharing it with the group.
Same for the great art. I like to share all the images I can. Not only helps imagination but some pieces are great art by their own.
As for what affects and what not, the 'mind-affecting' undead immunity trait is removed by Ilsa's abilities. What still stands is the curse protection from good which blocks any attempt to possess or exercise mental control on any Scarwall inhabitant (generally most spells with the charm and compulsion descriptor will fall here, but the list is not closed on there and there might be some charm/compulsion that do not try to excercise mental control).
Furthermore, incorporeals have a 50% mischance for non-force non-damaging spells.
And all other undead immunities are still there: no Fort save spells that cannot work on objects, no non-lethal damage, no paralys, no poison, no sleep, etc.
But according to our previous discussion fear spells are ok, as Ilsa can affect undead with mind-affecting spells, and fear is not direct mind control, thus not blocked by the protection from good. They will only need to pass the 50% incorporeal miss chance.
Ilsa Dreambind
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Great, thanks for the clarification. I'm pretty neutered for this whole chapter, unfortunately. Instead of having lots of options in a combat, I might have one or two.
But that's alright--power through!