DM Alexander Kilcoynes Serpents Skull PbP- Chapter 2, Racing to Ruin (Inactive)

Game Master Alexander Kilcoyne

"I might toss her back into the sea for good measure"

Nkechi "The Tempest", speaking about Willow Whisperwood.


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Thanks for the input! Upon further consideration I'll take Gallant Inspiration and Heroism as my two 2nd level spells.


Female Human Oracle 4
Gwenyth wrote:

4th Level Adjustments:

4th Level Oracle
+8 Hp
+1 BAB, CMB, CMD
+1 Will Save
Favored Class Benefit: +1 1st Level spell known ---> Hide From Undead

Attribute
+1 Charisma, no mechanical effect.

Skills
+1 Heal
+1 Knowledge: Religion
+1 Diplomacy
+1 Spellcraft

Class Features:

+Cure Moderate Wounds (Class)
-Cause Fear, +Shield Of Faith (Spell Swap)
+Lesser Restoration (Revelation)
+Hold Person (2nd Level)

+1 First-level spell/day, +3 Second-level spell/day

I think that's everything... What do you all think about Hold Person vs. Silence (or another 2nd level cleric spell)? HP will be good against Big Tough Brute-type guys, and a little crappy (although still probably my best action choice) against caster-types. Silence of course is useless against brutes, but quite effective against casters in some situations. Any opinions? HP will be much better once I can buy a Headband of Charisma, assuming I ever can...

Chose Hold Person as 2nd Level Spell. Also added a rank to Perception, as I always forget that humans gain a skill point per level.

Next level is going to be HUGE for Gwen. Can't wait!

Edit: I have apparently been denying myself a 1st level spell per day every day. I guess I forgot to update that the last time it changed. So, extra bonus spell. Or something. Doh!

Edit 2: Gwen is complete.


Male Human Fighter 5 50/50 hp 4hp nonlethal

Marcus is updated.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Mainly done, taking 2nd level of Rogue, with Trap Spotter. Not sure about Arcane Trickster...and No Mage Hand for witches, so it might have to be some other spell at 0th level.

Chi updated
+1 Int
+1 BAB,CMB,CMD
1d8 + 1 ⇒ (6) + 1 = 7 HPs (rogue + 1HP con)
Rogue: Evasion, Rogue Talent(Trap Spotter)
It looked like my skills were a bit all over the place,
when I tried to replicate it in HeroLab, so have added
+1 skill point to: Acrobatics, Appraise, Disable Device, Escape Artist,
Fly, Heal, Knowledge(Arcana), Linguistics(Abyssal), Perception,
Spellcraft, Stealth, Use Magic Device

Thinks she's ready to go...


Your Humble Narrator
Chi T'reignial wrote:

Mainly done, taking 2nd level of Rogue, with Trap Spotter. Not sure about Arcane Trickster...and No Mage Hand for witches, so it might have to be some other spell at 0th level.

Theres a magical item that lets you use Mage Hand at will and its very affordable so don't let that get in the way if you do decide on AT later.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Last Festival of the year starts on Thursday until Monday...

..you know by now...not a lost of posting will be going on, so BOTing is allowed.

This one is a local festival....Wickham Festival..(I work on this one).


Your Humble Narrator

Cross posted for convenience.

Everythings ok it was just a very spontaneous two day trip to another town with limited internet access (and sleep). I just got home (5PM here) and have a family dinner to go to at 7PM- once i'm back from that at 11 or so my games will get updates- and then i'm off to Southampton to visit my friend James (EngineHouse here on the forums) and go to a friends birthday.

I'm not normally this busy. More frequent posting should resume monday.

Liberty's Edge

Male Rat Editor 3/Grammarian 3

No problem, AK - We're seemingly in a holding pattern for Tun'ada anyway. Enjoy yourself!

JM


Female Human Oracle 4

I very rarely disagree with you guys on matters on combat strategy, but as your defensive consultant I want to say that I'm backing out of this mist under protest :-)

The undead presumably suffers from the same miss chance that we do, only we have a much higher action economy, and it's attacks are much more valuable than ours (as they cause level drain). If we miss, big deal, we attack again. If it misses, nobody gets level-drained. See what I mean? But it's 2 in favor of backing out to one opposed, so I am backing out. :-p


Male Human Fighter 5 50/50 hp 4hp nonlethal

My issue was more about letting tunáda in tbh. Our action economy doesn't help if its just me duelling it.

Liberty's Edge

Male Rat Editor 3/Grammarian 3

Mawj was on his way in. Still, I defer :-)


Male Human Fighter 5 50/50 hp 4hp nonlethal

Mawj gro-Bolmog
30lb, white hair, orange eyes, 8 y.o.
-------------------------
Goblin Male Cavalier 4
Chaotic Neutral
Languages: Common, Goblin
-------------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
CMD 18
Fortitude +6 (+4 base, +2 Con)
Reflex +6 (+1 base, +5 Dex)
Will +3 (+1 base, +0 Wis, +2 class)
HD 4d10+11; HP 40/40
-------------------------
Str 12, Dex 21, Con 14, Int 10, Wis 10, Cha 8
-------------------------
Spd 30ft
Initiative +7
CMB +3
Base Attack +4

Melee
Horsebane +11, 1d4+5/18-20x2
dagger +9, 1d3-1/19-20x2

Ranged
shortbow +10, 1d4/x3 (60ft)
-------------------------
Race Features

Fast - Base speed of 30 feet.
Darkvision - 60 feet.
Skilled - +4 racial bonus on Ride and Stealth checks.
-------------------------
Class Features

Challenge (Ex) - Swift action. Melee attacks deal extra damage equal to the cavalier's level against target. +2 morale bonus on attack rolls against target while mounted. -2 penalty Armor Class, except against attacks made by the target of his challenge. (2/day)

Mount (Ex) - As druid animal companion class feature. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.

Order of the Sword (Ex)

Tactician (Ex) - A cavalier receives a teamwork feat as a bonus feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. (1/day, 4 rounds)

By My Honor (Ex) - +2 morale bonus to one saving throw choice. (Will)

Cavalier's Charge (Ex) - +4 bonus on melee attack rolls on a charge while mounted. No penalty AC after making a charge attack while mounted.
-------------------------
Traits
Reactionary - +2 initative.
Heirloom Weapon ? Free masterwork weapon, automatic proficiency, +1 trait bonus to attacks.

Feats
Dancing Dervish, Mounted Combat, Precise Strike, Weapon Finesse.

Skills (4 class)

Handle Animal +6 (+10 vs mount) (4 ranks, 3 class, -1 Cha)
Intimidate +4 (2 ranks, 3 class, -1 Cha)
Perform (dance) +1 (2 ranks, -1 Cha)
Ride +16 (4 ranks, 3 class, 5 Dex, 4 race)
Stealth +17 (4 ranks, 5 Dex, 4 size, 4 race)
-------------------------
Possessions: Horsebane (315gp, 2lb), masterwork shortbow (330gp, 1lb), arrows (20) (1gp, 1.5lb), dagger (2gp, 0.5lb), elven chainmail (5150gp, 10lb), masterwork studded leather armor (175gp, 10lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), waterskin (1gp, 0.5lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), tanglefoot bag, vial of oil, 884gp, 0sp, 7cp.

Uli: masterwork studded leather barding (350gp, 20lb)

Weight: 25.5lb
Load: Light
-------------------------

Uli
Wolf
N Medium magical beast
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 20, touch 13, flat-footed 16 (+3 armor, +3 Dex, +4 natural)
hp 38/38 (4d8+15)
Fort +7, Ref +6, Will +2

OFFENSE
Speed 50 ft.
Melee bite +5, 1d6+2/x2 (plus trip)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 18
Feats Light Armor Proficiency, Run, Toughness
Skills Acrobatics +10 (4 ranks, 3 class, 3 Dex), Perception +8 (4 ranks, 3 class, 1 Wis), Stealth +10 (4 ranks, 3 class, 3 Dex)

Link (Ex) - Handle mount as a free action, or push it as a move action. +4 circumstance bonus on Handle Animal checks made regarding mount.

Evasion (Ex) - If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.


Thanks Marcus! I've put Mawj's info in a spoiler at the bottom of my profile page.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

We appear to have got to a bit of confused fight as the mist mucks us about. I had thought that, Mawj would push the thing back towards us, in battle. Tun'ada and Chi would get flanking as it moved into the square currently occupied by Marcus. Also Marcus and Mawj would be in a flanking position. At least that's combat option 1, Chi if attacked may very likely loose a level, depending upon stealth or not. At the moment Chi is hoping to douse the undead with oil and set fire to it, (using Spark spell), hoping to damage it, and also remove the concealment from the mist.

Another option, is to retreat behind Marcus and move out of the mist. I think this is Option 2, with this we would need some new light source.

Option 3, is to stay and fight in line, not a very good option really. We don't get much in the way of flanking here.

Any other options you think we should be considering please add, so we can decide on a singular course of action for the party, and we can know what we want to do.


Female Human Oracle 4

At the risk of speaking for Talomyr, he seems to want us completely out of the mist. As such, I thought that we had decided upon option #2. I'm now well behind the party and providing light back there.

The level drain thing is scaring everybody (and rightly so). Normally we'd just pound this thing into the ground and move on. I just want to get this fight (this dungeon in general, actually) done with ASAP - I can feel the end of this chapter approaching, and I'd really like to hit it before Christmas :-)


Male Human Fighter 5 50/50 hp 4hp nonlethal

2 was what I thought we were going for. The only reason I haven't moved back is so that anything that walks up the corridor hits me instead of Chi.

We need Mawj to back up as well (although doing his own thing and potentially dying horribly may be considered more playing to the character).


I'm certainly fine with fighting the thing in the mist, I would just rather it come to us so more than one of us can attack/be attack by the damned thing instead of one of use dueling it.


Your Humble Narrator

Yup it doesn't seem very IC for Mawj to retreat unless explicitly told to, which to be fair you have done.


Master of Gaming and Grognardia Current map

Hi, DM Aron Marczylo here and friend of DM AK.

Unfortunatly I'm here to tell you that Alex won't have any decent net access until late friday night.

Just here to pass on the message.


Your Humble Narrator

I am adding a new house rule to all my games, but as this game has been with me for some time i'm open to debate on it if someone is exceptionally unhappy. The house rule concerns Detect Magic. My change is in bold.

Detect Magic

School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
CASTING

Casting Time 1 standard action
Component: V, S
EFFECT

Range touch. (previously 60 feet cone)
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no


This is what I said on the other thread, cos I don't like it...


As the magic user/rogue in another game you run AK, I'd have thought the magic that is part of a magic trap is contained and hidden in the traps construction, maybe in some sort of container, and the magic auras only released when the trap is sprung. That is different from using magic itself to hide the trap. I never really thought that detect magic could be used to take the place of perception, or other spells designed to find traps. I'd rather agree something like that, rather than changing the mechanic and going for touch. After all, if you want to see if an enemy is using magic weapons, armor or other items, your won't be going up and touching the thing.

Plus, had another thought...you can use detect magic to decde if you want to enter a room with say some guard dogs....So if some mundane creatures or golum are is a room, with instructions to guard, and you can stay at the door for a round or 3 to use detect magic to find the location or not of magic objects, you can decide on either no entering the room, or maybe a diversionary tactic to get the object. Using touch would not work.

As I said, I'd rather magic traps are not detectable by detect magic...glyphs and runes probably should be detectable, as they are magical manifestations...

I am pretty sure the core rules do not intend detect magic to detect magical traps....so we should honor the spirit, even if rules lawyers can find technicalities to try and make ways round it.

I don't often disagree with the way you run the games, but I really don't like this one and hope we can reach some sort of consensus in this game, even if its different from your other games.

What do people say in the 'Rules Questions' thread on this?


Your Humble Narrator

A magical trap has magical auras, like any other spell effect. Unless every magical trap has a lining of lead around the spell effect, its visible to detect magic.

Your example of using detect magic in such a way is an example of a situation where it seems to me Detect Magic is being used to gain far more advantage than a cantrip should be able to.

For this game, this is open for debate. I do honestly think the change will benefit the game though, this isn't some sudden nerfrage. Its something i've been considering for several weeks.

Rules Questions is a cesspit and I tend to stay out of there whenever possible.

Moving away from traps for a minute, do you not think an intrigue based adventure would work better if by finding the Spy in your midst you had to do more than cast Detect Magic?

Magic is power in the PF world. Even high level fighters and monks are a blue beacon of light once the spell is cast...


Your Humble Narrator

Would you be more amenable to a Greater Detect Magic spell being available as a 1st level spell for everyone that has Detect Magic on their spell list (the Greater version allows the 60 foot cone)? This is what I am proposing in my Sargava game, see that discussion thread for details.


Female Human Oracle 4

Sorry for the delay on weighing in here, yesterday was my father-in-laws 80th birthday, and I was busy all day. ALL day.

I'm of two minds on this.

(1) I'm a GM in real life, and I hate detect magic. I have a player who uses it like radar, and it's maddeningly frustrating. He's asked that I consider it 'always on', as though he walks around casting it every 3 minutes or whatever. Whenever I express annoyance at this, he just says "Well it's what my character would do. Why wouldn't I?", to which I have very little answer. I really hate DM, to the point where you'll notice that I haven't selected it as an orison (becoming the first caster in recorded history to not take it). On the other hand:

(2) ...I only didn't take it because I knew we had two other casters in the party and I knew that at least one of you would take it. As you point out, AK, magic is power in Pathfinder, and as such DM is absolutely necessary for an Adventuring Party. If you make the change to an "Improved" version that functions as the normal version does now, the only thing you can bet on is that Chi will probably take it at the expense of something else, and the very next chance I get to dump a Favored Class point to gain it, I will. It's much more handy to have it available as a spontaneous caster than to make a prepared caster take it, going back to the 3.5 DM mentality.

So, I trust you 100% and I'm fine with whatever decision you make. I can only tell you that if I were you, I would look at how this party has used DM specifically so far - we barely have at all. We seem to be a group that's not tending to munchkinize the spell, although it certainly has the potential to happen. I get why you'd want to break out the nerfbat, really I do, but my personal opinion is that it might not be necessary here, with this group. Like I said, though, if you make the change the way you're proposing, I could deal with that as well. It would be more of a hit to Chi and Ambroze than I.


Your Humble Narrator

Its definitely not an issue about the players in any of my games, its just about the level of power detect magic has as a mere cantrip. Thanks for the input so far everyone anyway.

Deevor-

I propose the cantrip Detect Magic becomes Minor Detect Magic, its range reduced to Touch.

I propose Detect Magic becomes a level 1 spell.

Is this more amenable to you?

Edit: Gwen your player's character is continually concentrating upon the spell to maintain it all day like that (its UP to min/level concentrating). In my games I rule such extended use of concentration spells eventually cause fatigue but admittedly this is not RAW. He would also be distracted by focusing his mental resorvoirs on the spell, adding +5 to the DC of any perception check he may have to make (just apply a -5 to him, much easier). I would also clamp down on any IC discussion made by this party member while hes concentrating on the spell; hes already using his mental reservoirs.

Edit 2: Deevor, about your 'detect magic doesn't find traps' argument... Come back to me with it after 50 posts or so in Serpents Skull ;).


Male Human Fighter 5 50/50 hp 4hp nonlethal

My two cents.

1. The change doesn't really make any difference to combat. Noone can sit round concentrating for a few rounds and if they want to fine. Arcane sight is clearly for in combat use.

2. Detect magic can be annoying as buggery when used as "radar". Its a bit like priests using create water to create rivers of water. If I had a player who wanted to cast a cantrip every bloody 3 minutes I'd start giving them headaches which got worse and worse, rules be damned.

3. Theres a couple of non-combat situations where it definately impacts the game in a way that can be annoying to the DM.

One is traps. However, I guess I'm unconvinced at the end of the day it makes that much difference. Unless you have your "radar" on, the character has to have some reason to know theres something to look at. Most trap setters aren't going by definition to create traps with big glowing signs saying "trap here!".

Counterpoint. In a PBP you need to skip over the trivial and mention whats important. In that way you do tend to announce situations where detect magic can be used. The current situation is a perfect example. Something is obviously here whether trap or monster (or both). My first reaction was "might as well cast detect magic".

However, that might not necessarily help us overcome the challenge. Knowing where a magical aura is doesn't necessarily tell you how a magical trap is triggered or what its going to do.

4. Issue no 2 is illusions and I hate detect magic as an illusion detector. I don't think its inconsistent with the rules to say that detect magic is fooled as well unless the caster makes their will save.

5. Issue no 3 is how it can spoil investigation plots. Find the assassin. Look for the guy who lights up like a christmas tree. Someone not quite acting in character. Look their enchanted.

Although at least there there is some scope for counters (non-detection as such).

6. Bottomline I'm not really fussed. Seems to me the main purpose of making it a cantrip is to allow the easier identification of magic items and it can do that just fine as a touch. If I had players who wanted to use it as radar, I'd definately want to do something about it.


I'd still like to leave it the way it is...though I understand where you are coming from with this....

Traps from Chi's point of view, I think Detect Magic is immaterial as she has taken the rogue talent which gives trap radar ....

I agree that a constant cantrip is not the way game is designed, even if a lawyer might try it...I like the headaches idea or similar...

I like what Marcus says about illusions...it shouldn't be able to detect an illusion, it should be fooled. Although why a magic user should think to cast it at a wall or whatever the illusion might be is strange, unless the caster created an illusion that is completely out of place. In the later case, then maybe detect magic should work.

For spies and such, I don't think it would make a lot of difference, as it assumes that the spy is the only person using magic. I kinda agree with Marcus on that...

I would be thinking in terms that Detect Magic cannot mimic a higher level detection spell, or something like that...

It's all pretty random, cos I'm at work (should be doing something else) and just typing as I see, but I'm not liking the level 1 spell. Witches don't get many spells, so taking a slot with this really does impact the balance.

I like the adage, if its not broke, don't fix it. It seems that Detect Magic isn't broke in our game, so why fix it? I agree it can be misused and I'd agree if we did misuse it, then hit us with house rules...but...

Shame you're not still in Southampton Alex, this would best be discussed over a pint.

A kind of conclusion, the problem is with a) using a cantrip as a constant permanently on spell. Second is kind of related, is the constant use of radar. Both of which should be house ruled, maybe using your changes described. I'd like to think that characters would only use detect magic if they had a reason to, like finding treasure etc.

As a post script, I've DM'd a few Pathfinder games and not had any trouble with players misuse of DM, they play the game to enjoy it more than haggle about definitions...the way I like it. I will be DMing another group, where I will have to spell out how they will play detect magic or use house rules.


Male Human Fighter 5 50/50 hp 4hp nonlethal

Yes. Illusion detection isn't going to come up very often. Most illusions will be in combat and the concentration kills its use there. Your left with permanant illusions of the kind 1st edition module writers used to love to fill their dungeons with.

Also agree on the 1st level version. Not seeing it as a fix as I can't see people taking it except in the most particular circumstances. Its just not worth the slot.

You could perhaps treat it like a cleric cure and allow a caster to drop a 1st level slot to cast it. That at least accomplishes the aim of having the caster use resources. Its making things even more messy though.


This was posted by Alex on another game's discussion thread (Sargavan Saga) ... here for your info ..

It is as I feared- my landlady has been cut off from her internet by her evil ex husband she is divorcing and its unlikely that the situation will resolve before I fly to ukraine in 3 weeks. This means TEMPORARILY a much slower update rate from me, posting from my phone at the moment to let you all know... I'm hoping my players in other games catch wind of this too (I know one of my km and one of my ss players read this thread so I'm mostly covered).

Liberty's Edge

Male Rat Editor 3/Grammarian 3

Flying to the Ukraine for more reliable internet.

This world is crazy.


We used to live in Island Gardens on the southern tip of the Isle of Dogs. Within sight of Canary Wharf, probably London's most modern area, and had possibly the worst internet in greater london. 1 mb/s was doing good. After years of campaigning BT did a multi-million pound upgrade to the exchange which provided .... 1.5mb/s.

We moved across the river, in sight of the old place and got a fibre optic connection.

Short version, US people don't know how good they've got it sometimes :)

Oh and Jeremiziah if the stars ever aligned to the point where we played together and I was the GM, I would totally use a screen :)

Liberty's Edge

Male Rat Editor 3/Grammarian 3

...and I would evaluate the mathematical probablility of how often you were saving against Misfortune with low-will-save bruiser monsters (including bosses), and if things didn't seem like they were working the way math works, I'd go ahead and un-align the stars again :-p

...or else I'd GM, and not use a screen, and you could metagame all you wanted to. I promise you'd still have a good time. LOL!


Meh if misfortune got annoying I'd just kill you with falling rocks or something...


Aw come on Dan ... give him a heroic death at least.... rocks knocking him into a lake of acid or something...LOL


Jez...you remember you put something together for Shanosuke's Furrbiddian Expansion....we it's an engineer down, if you're interested we have details on the gamer connection thread, but I'm sure if you apply, we'll look kindly on your application... :)

Liberty's Edge

Male Rat Editor 3/Grammarian 3

I'm honestly overextended, Deevor - I thought maybe I could pick that game up, but I'm pretty much at my limit of games I can participate in at this point. If I take on another one, all of them are going to suffer, and I'd rather not have that.

Please extend my apologies to Shanosuke.


Your Humble Narrator

I'm going to leave Detect Magic working as it is, with two exceptions. This house rule will be listed in this DM profile (along with all my others) and will come into effect once we begin chapter 2.

Detect Magic Changes-

1. You must make a will save against an illusions DC+2 to realise it is an illusion and have its magical aura register while using Detect Magic. The increase in DC is to represent that your not really interacting with it in any sensory way (close inspection, using hands/hearing) as well as balancing a cantrip against higher level spells. This will save will be made by me in secret.

2. You will no longer be able to detect magic auras that are part of a trap until the trap is triggered. In the process of making a magical trap, part of the creation includes a permanent Magic Aura spell masking the aura. Resetting such a trap includes a re-activation of the Magic Aura spell.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

I'm OK with that, unless the trap is designed to be detected by Detect Magic, as the case for the current trap, where Detect Magic gave a +10 to the perception check to see the magical disable mechanism...if its just a radar check, then it should miss the trap.

I would think you might waive the DC +2 on illusions, if the magic user is specifically using it to find an illusion, but I'm not too fussed about that, I'm sure you will play it in the spirit of the game.


Male Human Fighter 5 50/50 hp 4hp nonlethal

We don't have much info but I assume we're getting pretty close to snake woman and I thought people might have thoughts on tactics for the fight.

It would certainly be helpful to put up remaining buffs before we start. Seems like Chi is going to be able to disarm the trap OK so assuming nothing jumps out of the pool I'm not sure if people think we're at the point where we buff away and try and rush through the last bit of the dungeon once we make it across the room. I can't see the enlarges and stuff being reliably cast in combat. I dunno maybe Chi and/or Ambroze with vanish will have a chance to scout ahead? Umm scratch that they probably can't see.

If she has minions I'm thinking we should try and ignore them if we can. It seems safe to assume that anything she picked up she did here in the dungeon as we know she was alone before. So undead or constructs? The hide should work great if its the former. Not sure if attacking Ieana would break it.

Assuming she is a mage maybe bagging her and getting all the warriors adjacent is the best plan?

I don't know about everyone else but I'm pretty sanguine about using up our consumables. Bags and thunderstones. The javelin of lightning could be a big help particularly if it can get a minion or two as well.

I'm a bit worried about charm person, although we should get a hefty bonus if its cast after the fight starts. Not sure how Gwen feels about casting prot evil before hand or in response to effects.

Oh and I don't think we should give her a chance to do any monologuing. Too much chance of an entrall or fascinate type effect. Lets just take her down. If she lives we can always question her after.

Just throwing it out there.


Male Human Fighter 5 50/50 hp 4hp nonlethal
Chi T'reignial wrote:

I'm OK with that, unless the trap is designed to be detected by Detect Magic, as the case for the current trap, where Detect Magic gave a +10 to the perception check to see the magical disable mechanism...if its just a radar check, then it should miss the trap.

I would think you might waive the DC +2 on illusions, if the magic user is specifically using it to find an illusion, but I'm not too fussed about that, I'm sure you will play it in the spirit of the game.

I assume Alex means if an interaction check is made via the detect magic (meaning you can stand 60' away).

You could always interact with the illusion in the normal way (i.e touch it, concentrate on it really hard) to get a normal will save so your no worse off.

I'm fine with the change and may well pinch it.


Female Human Oracle 4
Marcus Alanto wrote:
tactics

I very much hope to have Prot from Evil up on you and Tun'ada at minimum, as well as Shield of Faith on one of you. That's the plan with my remaining 1st level spells, anyway.

However, I am not at all sure that we are approaching the end of this complex yet. Maybe my "dungeon radar" is off...

I agree that it is important that we come in pre-buffed, however. I just think that we should wait for some sort of more concrete indication that Ieana is ahead.

And yes, if she has undead minions, unless they are intelligent, they should ignore us (I'm assuming that at most 5 minutes have happened in-game since I cast HfU). If they are intelligent, they may still ignore us. At any rate, the spell ends if any of us touches an undead. So, let's hope that Ieana herself has not obtained the Undead subtype yet or something f@%~ed up like that.


Your Humble Narrator

I believe hide from undead stops when you attack any creature actually.


Male Human Fighter 5 50/50 hp 4hp nonlethal
Gwenyth wrote:

However, I am not at all sure that we are approaching the end of this complex yet. Maybe my "dungeon radar" is off...

Not sure either. Bit of a meta issue as well I guess. As a player I assume this is a mini-dungeon. For all my character knows it goes for miles (although it is a temple not a cavern).

Just thinking that our min/lvls are now at the point where they should last for multiple encounters provided we don't stuff around.

As for the last it is a temple to some vampire god... maybe you drink from the blood and go all vampire like.

Liberty's Edge

Male Rat Editor 3/Grammarian 3
DM Alexander Kilcoyne wrote:
I believe hide from undead stops when you attack any creature actually.

This is absolutely accurate, I stand corrected. Thanks, AK.


Just a reminder (although you all probably don't need a reminder!): Heroism (cast on Marcus and Tun'ada) provides +2 morale bonus on attack rolls, saves, and skill checks. This stacks with the +2 deflection bonus to AC and +2 resistance bonus to saves provided by Protection from Evil. These also stack with the +1 insight bonus to AC, attack rolls, and saves provided by Ambroze's Naturalist ability (if he successfully identifies Ieana Snake-Lady, that is). Shield of Faith also provides a +2 deflection bonus to AC, so it will not stack with the deflection bonus provided by Protection from Evil - Shield of Faith would be good for any of the rest of us, though.

In summary, those with Heroism, Protection from Evil, and Naturalist will receive:
+5 to saves (insight, morale, and resistance)
+3 to AC (deflection and insight)
+3 to attack rolls (insight and morale)
+2 to skill checks (morale)

If Gwen wants to cast Bless as well (+1 morale bonus to attcks rolls and saves vs. fear), it will not stack with the Heroism on Marcus and Tun'ada, but will benefit the rest of us.

Also with respect to Hide from Undead, Alex is correct - spell description states: "If a warded creature...attacks any creature (even with a spell), the spell ends for all recipients." EDIT: Ninja'd by Jer!

As far as Ambroze's tactics go, he will attempt to ID Ieana and begin Naturalist on the first round, with the plan to continue Naturalist as a free action after that. After that he can cast Vanish on Chi if she wishes to attempt to get in position for a sneak attack, cast Grease to trip up any minions, use his wand of Mirror Image on himself, and/or support any other characters as needed.

If Ieana uses any enthralling or fascinating effects then Ambroze may be able to counteract with either Countersong or Distraction - it just requires a standard action to switch performances. Neither will help with Charm Person, though - the bonus from Naturalist will help with saves vs. that.


Male Human Fighter 5 50/50 hp 4hp nonlethal

The total buff array is extremely impressive (Marcus will be spending his working life addicted to heroism, love bards) it was getting them up in time I was thinking about. But then I guess we're likely not getting another rest period if we blow them early....no bugger it I think we should buff when we can and try and blow through any remaining encounters we'd have 40 rounds.

I think prot evil is the go over shield of faith here for the charm protection (although hey maybe shes neutral and doesn't have charm memorised at all...)

Bless becomes a bit more marginal with two people heroismed although with Mawj and Uli still around it still has value.

I'm trying to think of other mid-level spells we need to worry about. Not a lot we can do about things like slow and web except try and make our saves. Might be helpful to have Mawj (if he will) protect the casters from summons and the like although I still think complete beatdown on Ieana is best.

Check on the hide vs undead. Still fine I think assuming there is undead. If we can run past and beat on Ieana the spell will have more than done its job.

Der. Forgot the obvious, invisibility. Do we have any response for that? Can't really think of one til someone picks up see invisibility or purge. Invisibility, summon, summon, summon could be annoying. Guess we switch to beating down everything else?


Your Humble Narrator

I would just like to say, I always freaking love running this monster. Its such a well designed single challenge type, and I think many entries in the bestiary could do with the same kind of treatment. Its been one of my favourite beasties for quite some time...


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Glad you're having fun...scares the willies off me!!!

I love what you do with your encounters too....I know it makes them a bit more deadly, but there's real thought gone into it. I'm hoping to use these techniques in my real life game, when I take a group of Power Gamers through Morrick Mansion...I just love the random curse in it....
The guys really like to beef up their characters and deal damage...so using cover and such will really help.

Hoping we can keep this up and get to the end of this adventure...it's been a tough, but fun....


Male Human Fighter 5 50/50 hp 4hp nonlethal

I will not love this monster or indeed have any positive feelings about it til we stand triumphant atop its dead body.

Anyone else feel like we're sooo close to the end of the chapter?


Female Human Oracle 4

I'm metagame-assuming that this is a gibbering mouther - I've never encountered one in all my years of gaming, which is...odd.

That said, it seems to lack opposable thumbs, and there's this open door here...

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