DM Brainiac's Ruins of Azlant: Pretty Women and Green Men (COMPLETE!) (Inactive)

Game Master Brainiac

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Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

Yeah, I have plenty of acid effects, splash and arrow both.


Ema is up for this round!

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Never heard of throneglass before, so I had to look it up.

Cool ability, yet I question the value of the material.

The entirety of throneglass in the entire universe was formed from a single skylight fused together from the impact of a world-ending meteor strike.

Yet, making a weapon out of throneglass only adds 13,000gp to the value of the weapon?


It's quite a bit of tonal dissonance there between lore and cost, agreed. The material was created for this adenture.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

Ema Lvl Up

Arcanist 17

HP +5

BAB +0

F +0
R +0
W +0

Skills
Appraise +29=9+17+3
Craft (clockwork) +29=+9+17+3
Diplomacy +23=+6+17+0
Fly +22=+2+17*+3
Knowledge (arcane) +29=+9+17+3
Knowledge (dungeoneering) +29=+9+17+3
Knowledge (planes) +29=+9+17+3
Linguistics +29=+9+17+3
Perception +15=-2+17*+0
Spellcraft +29=+9+17+3
Swim +19=-2+17*+0
Use Magic Device +28=+8+17+3

Background Skills
Perform (dance) +20=+9+7+4+1
knowledge (engineering) +20=+9+8+3
Knowledge (history) +22=+8+10+3
Knowledge (geography) +22=+9+10+3

Feats[b]
quicken spell

[b]Spells
+1 8th /day
+1 7th/8th prepared

Spellbook: Mage's Magnificent Mansion, create demiplane, bansihment (fav class)

Abilities
See Magic (Su)The arcanist can see magical auras. If she expends 1 point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects (as detect magic). During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack to identify the item.

Summon Monster VII become IX

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Simon Investigator 17

New Talent: Blinding Strike - Can attempt to Blind the target of Studied Combat (only works on creatures with 2 eyes unfortunately)

New Feat: Improved Iron Will (I simply couldn't find a feat I actually wanted to take...)

Valentin Cleric 14 - Nothing to speak of


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana - Paladin 17

+1 BAB
+4 skill points (Dance, Handle Animal, Diplomacy, UMD)
Aura of Righteousness (which might prove extremely useful!)

Feat: Toughness (also, not much I really wanted).


If everybody could please post a summary of your active buff spells and any innate resistances and immunities you might have for the final battles, I would find it very helpful! :)


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana will have:

- Immunity to all poison and disease delivered by the natural attacks of creatures with the aquatic or water subtypes.
- a +4 sacred bonus on all saving throws vs. spells/effects of aberrations.
- divine bond: upping her glaive to +5 speed.
- immunity to charm and compulsion spells/spell-like abilities.
- +17 to her CMD to avoid being grappled and on escape artist checks to escape being grappled

Allies within 10 feet will get:
- +4 morale bonus vs charm and compulsion spells/spell-likes
- +1 sacred bonus on all saves vs aberrations

She'll also throw off a Cleansing Flame: At 11th level, you may expend two uses of your smite evil ability to ignite your weapon with a cleansing blue flame for 1 minute. This flame sheds light as a torch. Aberrations within 20 feet of the flame take a –4 penalty on attack rolls against you and your allies, and your allies within 20 feet of the flame gain a +2 sacred bonus on saving throws against spells and effects from aberrations.

That'll use up one use of her bond (leaving 3) and two smites (also leaving 3).


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

Ema will have her usual False Life up, use 9 reservoir pts to summon a Haele Azata, and consume one 7th level casting to replenish some of the points.

False Life: 1d10 + 10 ⇒ (5) + 10 = 15


Retired - Adventure Path Complete!

Finally got around to levelling up Victrix for the last time!

Level Up Summary

+1 Barbarian

+12 HP

+1 Reflex & Will Saves

+1 BaB (+17/+12/+7/+2)

+1 Fire Resistance

New Feat: Extra Rage Power

Rage Power: Increased Damage Reduction.

Skills: 4 + 1 (Favoured)
--1 Climb
--1 Diplomacy
--1 Intimidate
--1 Perception
--1 Sense Motive

Background Skills
--1 Profession (Soldier)
--1 Handle Animal

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Sorry, I have been quite busy the past week. I should have a chance to respond to the Game question this afternoon.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Simon is Immune to Illusions that provide a saving throw to disbelieve.

His long term buffs will be:

Mutagen
Barkskin
Heroism
Resinous Skin
Resist Energy (Electricity)
Protection from Evil

Simon will provide Victrix and Terana with Heroism as well.

Valentin will cast Magic Circle against Evil and keep near Ema.
- (The whole party will keep within 10ft at least until the first combat)

He will also cast Delay Poison on Simon and Victrix
- Only two memorized and Terana's saves are awesome already


RETIRED - divine guardian of the Compass (Ruins of Azlant)

I'm immune to a number of poisons anyway. ;)


Ema is up.


I'll get the map up and get the ball rolling on the combat tomorrow morning!


The barrier just keeps the water from flooding the chamber. You can move and cast through it without penalty.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

If it matters to the aboleth... Simon is actually holding his breath now. Just realized I didn't cast Water Breathing today.


Forgot to specify Terana as the primary target. Ema succeeds at her saves.

Just need Victrix's actions now.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Ah! I missed the Cleansing Flame, I was going off of the +1 bonus from the Aura.

That +2, with the non-primary target reduction, is just enough to allow Valentin to save on the second bolt as well.


The rules are unclear about whether or not maze can be dispelled. I'll allow it, so Terana is free to act this round.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

And it now dwns on me that circle of death likeyl won't work since it caps at creatures of 9hd and he surely has more than that. Oh well, it's not like Ema necesarilly knows this.


Ema would know if would be ineffective if you want to change your action.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

Alright, I edited my last post and added teh attack roll on the end of it. Oh I forgot Gaele!

Gaele's attacks added in as well. I did them all since I wasn't sure if she got them all or not.


Ema, you counterspelled mage's sword last round.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

Thank you, I still have to burn a spell slot to counter of equal or higher level.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

As another thought is it possible to take a piece of the control panel ? Some important bit that would prevent the thing from being usable?

I suspect that destroying all of the holopads is going to take a very long time, more than we currently have, since at least one is back on our island. gods only knows where the rest are or if we can even get to them. It sounds like it would be a long adventure on it's own and kind of outside the scope of this game.

EDIT

Oh, what all did we get from Ochymuah's remains? Is it just the phylactery which is a skull shaped ioun stone or were those separate things?


The holopads would be handled in the epilogue.

Theres more loot, which I'll post later if you're curious. The campaign is basically done now though, so it doesnt matter too much.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

Sounds good to me.


Retired - Adventure Path Complete!

Yay! This marks the first time I've EVER fully and legitimately completed an Adventure Path as a player!


Retired - Adventure Path Complete!

Is this the part where we write our own epilogues?


Yes! Feel free to go as in-depth as you like to wrap up your characters' stories! :D


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Thank you all very much for letting me join in after my other game shut down! Hopefully Terana's presence made some of this a little easier for you all and didn't take away too much fun.

Thank also, as always, to Brainiac our fabulous GM, whose consistency and dedication are unmatched upon these boards. You are the best of GM's and it is a pleasure.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

Yeah, having you helped out a lot Terana, I'm glad you were able to join in.

Also, you've been great Brainiac! This is the first AP I have actually had play through to completion.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Yes, Brainiac, allow me to add my thanks. You are the most dedicated story teller and game manager that I have ever encountered and I greatly appreciate being allowed to experience this game.

To all the players, past and present, thank you for the fun experiences. It was a wonder being in a group that actually respects role playing, and I appreciated gaining a wider view of other player's approach to their characters.


I am glad that you all enjoyed playing the game as much as I enjoyed running it. The campaign took a total of four years, two months, and two weeks from beginning to end. Thank you for sticking with it!

I had fun watching your characters grow, develop, and form relationships throughout the campaign. I felt like the adventure path overall was pretty solid, but there were some weak links in books 4 and 5, and some events could have been more tightly woven together. But that did not detract from my fun in running the game for you all.

What did you like about the game? What didn't you like? Which storylines or characters resonated the most? Is there anything you would have liked to have done differently? Was there anything you would have liked to have seen me do differently? Any other feedback you'd like to add? :D


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

As far as what I liked the group was fun, we had a lot of interplay and I could see the characters developed a lot over the course of the game. We made some very crazy choices, like Gary and granting mercy and freedom to things we probably shouldn't have. I absolutely adore Simon and Ema's interaction. They might as well have been born siblings all things considered.

As far as things I would have done differently I would likely have not worried about all of the crafting feats I took. I also meant to do more with crafting constructs but never really got the chance during the game to do so. I could have made far better use of that feat in particular.

I'm not sure if there was anything I'd suggest you do differently, I think you did superbly and I look very much forward to continuing Return as well as starting this new Isekai game we've been putting together.

Everyone has been great and I definitely look forward to playing with you again sometime if I am not already.

If anyone decides to take up running a Jade Regent or War for the Crown please let me know, I have been looking for those two but never seem to get into them or have them make it off the ground.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

I really enjoyed being in a group that appreciated the role play aspect of the game and the GM making a supreme effort to role play all of the townspeople and other important NPCs.

Finding a balance between role play and roll play is difficult, and everyone's ideal balance is going to be a bit different.

I didn't enjoy the R-rated content, but it wasn't forced on me and I could ignore it most of the time. I do appreciate that after the beginning most of that role play moved into spoilers. Much easier to ignore that way.

What would I change? Mostly myself. It took me a long time to really figure out the dynamic in this group. I also was very impatient toward the beginning of the campaign.

I appreciate that all of you were accepting of my occasional outbursts (though most of them were voiced through Simon and were therefore in character). I also appreciate Simon for allowing me to analyze portions of my own personality that needed a little work.

I wish I had a better plan for Simon's later stages. Early on, I geared up toward support. The pivot to damage dealer worked out pretty well, but I really should have sat down to plan out a feat progression.


Retired - Adventure Path Complete!

I felt the campaign was well-run all around.

My only real concern was feeling kind of overshadowed by Terana at the end.


I will leave this game active for a few more days before marking it as inactive. Once more, thanks for playing! :D


RETIRED - divine guardian of the Compass (Ruins of Azlant)
Victrix Bloodmane wrote:
My only real concern was feeling kind of overshadowed by Terana at the end.

Sorry Vic, definitely not my intention at any point! It's nearly impossible to out damage a smiting paladin but I'm really sorry if my doing so spoiled things for you. :(


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

Yeah, aren't pally smites a glorious thing!

I do have one that will always be out dps'd but she isn't built as a fighter anyway. It's an Oradin that uses gauntlets. She's not going to be a damage dealer but my god can she soak up the hurt with life link, lay on hands, and channels.

She also has the FU curse of clouded vision.


Retired - Adventure Path Complete!

Eh, it's okay. :)

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