DM Brainiac's Ironfang Invasion: Table 1 (Inactive)

Game Master DM Brainiac

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Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Remember that if you're wearing smoked goggles, all opponents are treated as having concealment (20% miss chance). Wulfram is wearing his.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Whew. That was so close! Nice aversion roll, Wulfram!


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

With the smoked goggles, heroism and guidance (if the minute duration hasn't run out), Wulfram does have +24 Fortitude vs the gaze, but I'd rather not make that roll!

Had he not failed the save against corrupting touch, Wulfram would have likely cast Blessing of Fervor, but he was down to 38 hp.


Do we have some cash we can spend and places we can spend it at? I wouldn't mind replenishing some of my spells.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Wulfram is waiting for the morning, when he can memorize commune and more stone to flesh spells.


Karla took one potion and one aegis.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Level 14 Summary:
+17 HP
+1 BAB
+1 DR
+1 Fort, Ref
Utility Talent: Greater Shift Earth
Infusion Specialization 4 (free Empower, basically)
Skills: Perception, Stealth, Acrobatics, Profession (stonemason), Knowledge (engineering, dungeoneering)

Now this is where the fun begins. Maybe. Greater Shift Earth is potentially the coolest talent Geokineticist have, and is basically the only unique ability that they have. This is because Greater Shift Earth gives you Move Earth as a spell-like ability. Spell-like abilities take, per the universal monster rules, "a standard action unless noted otherwise" to use.
The question is, does Greater Shift Earth take a standard action to use? Or does it still take the 10 minutes per 150 feet? If it's the latter, it's not that much faster than just using regular Shift Earth (one 5-foot cube/round is 500 cubic feet per 10 minutes compared to 1500 cubic feet), a time difference that barely matters outside of combat (where it would be used most of the time at the longer casting time). If it does use a standard action, then, how does that work if used in combat? Would it be like regular Shift Earth (Reflex DC 20 to avoid being carried with the earth) or would it be like Mythic Move Earth (automatically moved to outside the area, reflex save to avoid being knocked prone)? Depending on how it works, I may take Stone Sculpt instead, but I am hoping to use it to its full awesome potential.


I would say it works as regular shift earth and only takes a standard action.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Awesome. This will be fun. Thanks.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Wulfram lvl 14 highlights:

+9 HP
+1 BAB
+1 Will

+1 6th lvl spell/day
+1 7th lvl spell/day

+1 Wandering Hex (usually Eyes of Battle).

Adventuring Skill Ranks:
+1 Diplomacy
+1 Knowledge Nature
+1 Perception
+2 Spellcraft

Background Skill Ranks:
+2 Handle Animal


Crazy busy these days. I’ll need a few days to level up, but I can still contribute IC.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

+5 HP
Fort and Reflex +1

Spells:

Level 2: Steal Breath
Level 5: Stoneskin

Greater Empathic Link

UMD
Survival
Spellcaraft
Perception
Know Nature
Know Dungeon

Background Skills: Handle Animal and Know Geography


Melee bite +19/+14 (2d6+15 plus trip) Space 10 ft.; Reach 5 ft.. Wolf N Large animal Init +10 Senses low-light vision, scent; Perception +9 AC 42, T 17, FF 37 | hp 163/163 | Fort +18, Ref +17, Will +9 | Improved evasion

+9 HP

+1 to Perception


Karla Level 14 Highlights:

Spells Known: Form of the Exotic Dragon II (7th), Greater Dispel Magic (6th)
Spells Swapped: Vine Strike, replaced by Invisibility
Skills: Knowledge (arcana), Linguistics, Perception, Spellcraft, UMD
Background Skills: Handle Animal, Perform

Nik'o Highlights:
1 HD
+1 Str


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Going through our loot (it's been a while, both in- and out-of game), we seem to have gotten a bodywrap of mighty strikes back in the Valley of Aloi, but there's no bonus listed? What type is it? Because it could be worth anything from 3,000 to 147,000 gp.

EDIT:

Having finished going through everything, it seems as though we each have 56,516.75 gp to spend. That's not including the bodywrap of mighty strikes, belt of dwarvenkind, circlet of persuasion, etc (anything that's bolded on the loot sheet). So, if there's anything that looks good (the bolded objects were what seemed most interesting), feel free to claim it. Other than that, considering our in-city discount, we should be able to get quite a bit of stuff comfortably.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

Wulfram would like the Manual of Gainful Exercise +1, and the dusty rose prism ioun stone (+1 insight to AC). The other ioun stone (+2 con) would be nice, but might be better to go to someone low on hp.


No value is given for the bodywrap in the text, so assume it's just +1.

I believe I let you know what all of the magic weapons in the cache were.

The dwarves gave you a reward of 20,000 gp for clearing out the reliquary.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Okay, thanks. By the ‘cache,’ I meant if the dwarves were okay with us taking them (if house Darrigan wanted them back, we obviously wouldn’t have them.)


You can take them.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I should ask: would anyone else benefit from the Manual of Gainful Exercise +1? Wulfram has an even strength score, so it would only help if he later increased his strength at 16th lvl. He also has an odd wisdom score, which he would like to increase, which would mean buying a Tome of Understanding +1 as well.


Nik’o ;)


Please note I'll be away with little or no access to Internet until Monday. Bot me as you see fit.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

I'll be away from good computer access May 23-May 27 (Paizo Con) and completely away from the computer May 30-June 3 (family visiting). Feel free to bot me as needed.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30
Rogar Befin wrote:
That's not including the bodywrap of mighty strikes, belt of dwarvenkind, circlet of persuasion, etc (anything that's bolded on the loot sheet). So, if there's anything that looks good (the bolded objects were what seemed most interesting), feel free to claim it.

Wulfram has already taken the Circlet of Persuasion (unless there's a second one I missed). :)

He was using the Belt of Dwarvenkind for the Synod, but now that we're done with that, it's up for grabs.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

@DM Brainiac: What's Kraggodan's purchase limit? My apologies if it's been mentioned already, but the search function isn't bringing it up.


Don't remember off hand but it's a metropolis so really high. You can assume you can find anything you're looking for.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Okay, with what seems to be everything included (including selling the belt of dwarvenkind), we each have 57,691 gp each to spend, and a whole pile of scrolls and potions to split.

Also, the Synod did mention that we could just pay for crafting costs on magical items?


Correct.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

Okay, here's what Rogar will try to get while in the city then:

Sell +1 buckler (+650 gp)

Then,
Upgrade cloak of resistance from +3 to +5 (8,000 gp)
Upgrade belt of +4/+2 con/dex to straight +6/+6 (34,000 gp)
Upgrade ring of protection from +2 to +4 (12,000)

Total: 54,000 gp

Does that all work?


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

If we can truly pay just crafting cost (50% off), Wulfram will get:

upgrade belt of strength +2 to physical perfection +4 (30000)
upgrade cloak from +4 to +5 (4500)
+5 comfort mithral full plate (20250)
upgrade ring of protection +2 to +3 (5000)
cracked deep red ioun stone (+1 fly) (100)

Total: 59850

Sell +3 full plate: -5325

Net: 54525


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

I'll need to work on a shopping list tomorrow.


Please note I'll be away June 1 to June 9, with very limited time to contribute to the game. Bot me as needed.


Is there anything else you want to do in the village or are you ready to move on?


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

I think we’re ready to move on? I can’t think of anything to do here.


Rogar can make his first attack in the surprise round, then we will roll initiative.


Started shopping:

-Cloak of resistance +3 (2x, matching pairs with Nik'o)
-Headband of Charisma +4 upgrade


I'll be out of town from Friday through Monday and won't be able to post much during that time.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I just realized that one of the spells Wulfram has memorized, True Seeing, has a material component cost, but I didn't get any ahead of time.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30

I'm going to be slow moving things along in-game for a while. My mother passed away a week ago; my father passed away in April, and I'm the executor of both estates. I have a fair amount of estate and memorial matters to deal with.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

Wulfram my condolences on your losses. Take care of yourself.


Wulfram Bartos wrote:
I'm going to be slow moving things along in-game for a while. My mother passed away a week ago; my father passed away in April, and I'm the executor of both estates. I have a fair amount of estate and memorial matters to deal with.

Sorry to hear. My condolences.


Male Dwarf Geokineticist 17 HP 143(296)/325; AC 28/20/22 (defensive training) (+2 v goblins, +4 v giants); DR 13/Adamantine; 35% crit/sneak attack negation; Acid Resist 10 Saves +27/+19/+15; +5 init, +28 Per; 5/15 burn, 3/3 Internal Buffer

I'm sorry to hear that, Wulfram.


Sorry for your loss, Wulfram. :(


Short on time today but I will post tomorrow morning.


Female Init +4; Percept +26 |AC 28, T 19, FF 23 hp 140/140 | Fort +16, Ref +17, Will +13; +2 vs. fear, +2 trait bonus vs. Disease Resist Acid 10 | Base Atk +12; CMB +15; CMD 33

I'll be away from good computer access July 12 through 22. It's time for summer holidays. Feel free to bot me.


The map is updated now. Sorry for the delay.

Climbing up or down the outcropping requires a successful DC 20 Climb check. The water in the slough is treated either as normal, as a deep bog, or as a shallow bog (Core Rulebook 427), depending on where a character is standing. At the base of the outcropping, the water is about 45 feet deep, but it quickly becomes shallower; 20 feet from the outcropping, the water is only about 4 feet deep and counts as a deep bog. Floating on top of this bog are three large patches of lily pads, which are slick but otherwise considered normal terrain. Along the swamp’s western edge, the water gives way to a 30-foot-wide shoreline covered in a 1-foot-deep slurry of mud and decaying plant matter, which functions as a shallow bog. Along the border between the deep bog and the shoreline are several large piles of driftwood about 4 feet tall that can serve as partial cover.

To the west of the swamp, the ground rises in three ascending stone platforms. The platforms’ sheer edges are 5 feet tall and slick with damp moss and slime; they require a successful DC 15 Climb check to traverse or a successful DC 20 Acrobatics check to leap up. The platforms otherwise function as normal terrain.

The wicker warren in the slough’s western end is Naphexi’s den. It’s 30 feet high and about 70 feet wide with a 40-foot opening. Its walls are about 2 feet thick.


Active Spells:
Barkskin, Blur, Greater Magic Weapon
Healing Hexes Used:
Human Flame Spirit Shaman 17 | HP: 181/181AC 37 T:18 F:34 | Saves F:17 R:15 W:22 | Init:4 | Perc:21/25| CMB:15 CMD:36 | Speed: 30
Karla Teg wrote:
We're Long range, more or less. Anyone wants to just shoot at it from here? I can also DD some of us there?

I don't think we can see the dragon from where we are now, although I could be wrong. Dragons tend to have illusion spells, so we might end up shooting at a fake anyway.

I think Rogar is out of range right now; we should probably let him get into position, before we start to move closer. Our first priority should be to make sure we know where the real dragon is, and then light it up with Glitterdust, so it can't go (or stay) invisible.

Wulfram memorized True Seeing, but unfortunately, I forgot to buy the material components ahead of time (an eye ointment that costs 250 gp). :(


I will let you buy the components retroactively.


Wulfram Bartos wrote:
Karla Teg wrote:
We're Long range, more or less. Anyone wants to just shoot at it from here? I can also DD some of us there?

I don't think we can see the dragon from where we are now, although I could be wrong. Dragons tend to have illusion spells, so we might end up shooting at a fake anyway.

I think Rogar is out of range right now; we should probably let him get into position, before we start to move closer. Our first priority should be to make sure we know where the real dragon is, and then light it up with Glitterdust, so it can't go (or stay) invisible.

Wulfram memorized True Seeing, but unfortunately, I forgot to buy the material components ahead of time (an eye ointment that costs 250 gp). :(

Wouldn't Rogar be able to tell it is an illusion due to tremorsense?


Rogar can sense there is definitely something touching the ground where the dragon seems to be.

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