DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

Map

Treasure Sheet


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Mara does not know.

Prot from evil/chaos will protect you from the compulsory movement but not the secondary effects of the aura. As discussed Allegra would have moved that way anyway so no recon is needed.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Howdy folks. While unfortunate, I think this is a pretty fitting end to Allegra's story. I'm going to take this as an opportunity to bow out of the campaign and reduce my gaming load a bit, as life has gotten a lot busier since I joined up. Thank you all for having me in the game, it's been fun gaming with you and I look forward to running into you again in the future.

Best wishes and happy gaming.!


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I'm sad to see you go but as someone whose drastically reduced their pbp commitments I understand completely.

Going forward for the rest of the group. I really don't want to do another recruitment, especially since we're really close to finishing the 5th (!) book. So two options. Everyone gets a bonus level at the end of this book (1 more than I would normally provide). Or someone can get the leadership feat for free. If the later it can be someone of your own creation or a prominent NPC that you've taken a liking to.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

I'm sorry to see you go, Allegra! It was great having you in the game.

@GM, I agree that another recruitment would not be great, so of the options provided, I would be fine with either but would lean towards the extra level.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Sorry to see you go, Allegra. It was fun adventuring with you!


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Allegra, I'm sorry to see you go. Take care.

@GM: I would also lean towards the extra level. I don't feel up to creating a new character at this level, and there doesn't seem to be an obvious NPC that would fit with the story.


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There've been a couple, Winter, Lowl’s Splinter the Yellow King, possibly even nightmare Theo, who lived. But that's fine.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak's update:
+9 HP (+1d10+3), new total 130
+1 BAB
Armor Attunement +3 from ABP (net +1)
Resistance +5 from ABP (net +1)
Weapon Attunement +2/+2 or +3 from ABP
Skills: Bluff x4
Background Skills: Knowledge (Engineering), Knowledge (History)

Class Features: +2 rage rounds, Indomitable Will (+4 vs enchantments), Destined Strike to +9 (with Robes)
Spell Swap: Burst of Speed for Versatile Weapon
New Bloodrager Spell: Fire Shield

I am wondering about the Weapon Attunement. Teralindar's Honor is a very cool sword, but Dervak is not quite as good with it (he has Weapon Focus for the falchion), and it won’t be as good against non-aberrations (such as undead or outsiders) unless they are intrinsically tied to Xhamen-Dor. Maybe he could add Furious to it, and take Weapon Focus (Bastard Sword) with his Level 15 bloodline feat? Or retrain Weapon Focus (Falchion)? Or keep both weapons and split the attunement, maybe getting a Scabbard of Many Blades to switch to whichever one is most useful? I like the idea of adding Furious to it, if that is possible.


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Hmmm retaining is fine at level up, I hate committing to a weapon only to have a cool weapon pop up. Ok I can justify adding furious to the sword since it was used to fulfill its purpose.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Happy gaming Allegra! See you Monday...lol.

Nightmare Theo has actually taking a job running a Wet Teddy Bear cart!

So, we level to 15?

I would be fine just running 4 at 14; myself....


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

So to be clear, we are leveling up to 14 now, and when we finish up this AP book, we will level up again to 15. Is that correct, or are we leveling up to 15 now?


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Cerise "Ci Ci" Barchetta wrote:

So to be clear, we are leveling up to 14 now, and when we finish up this AP book, we will level up again to 15. Is that correct, or are we leveling up to 15 now?

The former. 14 now and 15 once you've opened the portal to the horror planet to follow the insane Count Lowl. And try to stop him, hopefully this time not showing up a day late and dollar short.

The challenges in front of you are for when you were 13th. We did things a bit out of order


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara lvl 14 highlights:

+1 BAB
+1 Will

Resistance +5
Weapon Attunement +3
Armor Attunement +3

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

Relevation of the Past: Knowledge of the Ages

Adventuring Skill Ranks:
+1 Diplomacy
+2 Heal
+1 Knowledge Dungeoneering
+1 Perception
+1 Spellcraft

Background Skill Ranks:
+1 Knowledge History
+1 Profession Cook

Note that Herolab doesn't handle the Speaker for the Past Archetype properly, so I have to hand-edit the output.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

What do we do with all of our loot?

I do really like Automatic Bonus Progression. I am not a big fan of the "equipping your PC" minigame. But to the extent that such is still necessary, should we Teleport to a city before leaving Golarion?

Or should we expect that Carcosa might have A Shop in Go-By Street, a portal to the Witchmarket, a traveling merchant from beyond the stars, or some other means of doing transactions?

Or should we just trust that we are adequately equipped for the challenges ahead?


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You can always talk to Hoshbagh, but her selection is limited.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo Witch 14

New Hex: Regenerative Sinew (Su)

New Spells: 6th: Dispel Magic, greater 7th: Plane Shift

Int 29


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary
DM_Delmoth wrote:
You can always talk to Hoshbagh, but her selection is limited.

I imagine she has mundane goods such as spell components?

We will likely want diamond dust for various spells (Restoration, Stoneskin, etc.), diamonds for Raise Dead/Resurrection, and the expensive material component for True Seeing. Maybe some dinosaur bone and amber if any of our casters would ever want to use Legendary Proportions on Dervak or on a summoned creature (since it is on the lists for Theo, CiCi, and Mara).


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Diamond dust: 1d100 ⇒ 10 800gp worth
Diamonds: 1d100 ⇒ 41 3280 worth
Dinosaur bones: 1d100 ⇒ 90 7200 worth
Amber: 1d100 ⇒ 54 4320 worth

For any other expensive spell components roll a d100 and multiply it as a percentage to 8000 and that's how much gp worth Hoshbagh has.

Will write up the results of activating the Stelae by the lake tomorrow.


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Which plane for my own amusement: 1d38 ⇒ 30


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@Ci Ci, LOL


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I will be travelling from Oct 7th through Oct 21st. I'll be checking the boards, but will have a reduced posting frequency during that time.


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I hope to be done with this book by then and will be taking a break from GMing while I read the next book anyway.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Anyone have thoughts about what we can sell from Party Loot and buy from Hosbagh before moving on?

There were undead here, so there may be on Carcosa and that war hammer could be useful. Disruption is pretty nice when you are landing 4 hits per round.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Items that Hoshbagh has:

Invulnerable Parade Armor: Not useful for us
Aberration-defiant breastplate: Probably not useful?
Celestial Shield: Maybe? Would be 9,170 I think. No ASF or ACP, so Theo or CiCi could take it. Kind of thematic for CiCi.

Speed Whip: No
Shocking Burst Composite Longbow: Dervak would rather have the +2 to hit and damage rather than Shocking Burst.
Disruption Bane Warhammer: This could be really good, but pricey, at 18,312. Depends how many more undead there are.

Potion of heroism: No
Potion of remove curse (CL 14): Maybe? 1400 gp
Scroll of banishment: 1650 gp but the DC won't be that good
Scroll of earthquake: Maybe? 3000 gp
Scroll of elemental body IV: Probably not. 2,275 gp
Scroll of ethereal jaunt: Probably not. 2,275 gp
Scroll of greater restoration: Good to have. 7,275 GP. Includes the cost of the diamond dust.
Scroll of mind blank: Maybe. 3000 gp. Not as good as when it granted immunity (there are quite a few enchantments that are save-AND-suck), but the fact that it defeats See Invisibility is nice.
Scroll of sunburst: Another maybe at 3,000 gp.

Lawful staff: Sorry Allegra! This would have been her thing.
Lesser empower metamagic rod: Bought
Ring of evasion: Bought
Rod of escape: Theo, CiCi, Mara? 15,000 GP; not that great an item
Wand of cure serious wounds (12 charges): Bought
Wand of death knell (10 charges): No

Lyre of Building: great for some games, not this one.
Scabbard of keen edges: saves Dervak some spell slots, but pricey. 16,000 GP.
Tremor boots: Probably not. 10,000 GP.
Vest of the cockroach: Nobody can use this.

If we sell the djinni ring, that is 62,500 GP. A Djinni has a number of interesting utility SLAs, but would be very fragile against the kind of things we would likely face on Carcosa.
Vendor Trash items add 14,500, for a new total of 77,000.
Selling the gear from Weiralai (rapier, Forbidden Name) and the death knight (axe, armor, bracers) adds 23,682, new total 100,682.

That might buy:
Disruption Bane Warhammer (18,312)
Celestial Shield (9,170)
The potion of Remove Curse, and all the scrolls except for Elemental Body IV and Ethereal Jaunt (19,325)
Scabbard of Keen Edges (16,000)

Total: 62,807

We have far more in wealth than there is stuff we wish to buy... but there could be a place to buy things on Carcosa. And if not, Automatic Bonus Progression really is great for this game so I wouldn't worry to much about the other gear.


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If you want other items that are 8000gp or less she has a 50% chance of having it. Might be time to stock up on rabbit food.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Can you check and see if she has a Crown of Swords?


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Show me crown of swords: 1d100 ⇒ 53 yes.

Feel free to roll yourself.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

The White Rabbit is starving.....


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

How about a Headband of Deathless Devotion?: 1d100 ⇒ 74

That's a YES, correct?

Tough choice, but I'm leaning towards this one.


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Players like high numbers.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Ring of Ancestral Blood Magic (4,000)?: 1d100 ⇒ 7
First Aid Gloves (4,500)?: 1d100 ⇒ 94
Cyclops Helm (5,600)?: 1d100 ⇒ 1
Headband of Unshakeable Resolve (1,600 without Wis bonus?): 1d100 ⇒ 47

Hmm... well, First Aid Gloves are a pretty great item.
Dervak currently has Gloves of Reconnaissance though I have forgotten to use them generally.

I guess he could hand his Gloves of Reconnaissance to Mara and get First Aid Gloves for himself.


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@Mara for purposes of guiding star you can always see the night sky for the rest of the adventure.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Question I can't believe I haven't asked earlier:

Can spells with a ranged touch attack benefit from the Weapon Attunement bonus?


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I don't believe so. If there's some kind of weapon that would normally grant an enchantment bonus to touch attacks then I would allow it on such a weapon. Even an amulet of mighty fists doesn't directly help touch spells.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I probably won’t complete my level up until after I get home on the 21st.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak's level-up:
+1 BAB
+1d10+3 HP (+9, new total 139)
+1 Ref/Will
+1 2nd, 3rd, 4th-level spell known (False Life, Flame Steed, Dimensional Blade)
+1 3rd-level spell/day
+2 rounds rage
+1 Arcane Strike damage
+4 skill points (Bluff x4)
+2 Background skills (History, Engineering)
Bloodline feat: Endurance
General feat: Dodge

ABP:
Armor Attunement +4
Mental Prowess +6/+2
Weapon Attunement +4

Gold: If we sell the items I indicated, that is 25,170 each. Dervak owes 5,000 to Mara and Theo; he will give that to them now, so they are each getting 30,170.

Dervak also owed 5,000 to Allegra and will use that to buy First Aid Gloves in her memory, aware that such an item could have saved her and may now end up saving another ally. The remaining 500 of the "Allegra IOU" he will give to whoever needs it.

That leaves Dervak himself with a share of 10,170. He had 1,313 before (here) and so now has 11,483.

He will buy 1,400 gp worth of dinosaur bone and powdered amber just in case any of the casters pick up Legendary Proportions, leaving him with 10,083.

@All - is there anything really good on the Bloodrager spell list that I am missing? The 4th-level spells seems particularly sparse. You guys all have blasting well covered. But if there is something else useful, I'll take it.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Switching Dervak's feat from Dodge to Diehard.

Diehard is decent for Dervak because he has an ability that saves him from death but not from unconsciousness.

A hit that would put him at -1 wouldn't allow him to use Defy Death, and would leave him prone, disarmed, and fatigued even if he were to get healed.

Now, with Diehard, a hit would actually have to kill him to end his rage, and Defy Death could come into play (though I hope it isn't needed).

He did end up going negative against the Dreamlands dragon... at low levels he went negative all the time it seemed.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo just picked this up.
Nine Lives

Now that should help Dervak a bit!


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

He could also take Extra Hex Feat to pick this up for Dervak.

Witch's Charge (Su) (Champions of Purity pg. 27):
Once per day when preparing spells, a witch can designate a willing creature as her charge. She gains a constant status effect on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains her charge until she designates a new one. ]Witch's Charge

The White Rabbit is seen knitting a blankee....


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak has very good AC and saves (when raging, anyway). Spells and hexes to help the other PCs survive are at least as important.

I don't think it fair to have the other PCs' role be "keep the barbarian upright," which is why I have invested so heavily in defense. To let others shine. I find glass cannon builds impose a lot of demands on others such that they cannot spend their own actions in combat being awesome.

The goal for Dervak these days is to do enough damage to draw some aggro, enough defense to survive that aggro, and yet moderate enough damage to allow fights to go a few rounds and not one-shot everything.

I certainly appreciate Theo's assistance with spells and hexes, but right now options to shore up Theo's Will saves seem important... Mind Blank, maybe?


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

That seems a bit too responsible a spell choice for Theo. He feels that he needs to absolutely feel the full insanity offered by our opponents.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

True... can't disappoint his Patron


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Mara let us know when you're ready to continue.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I got home very late last night (1:30 am + jet lag), so I did absolutely nothing today. I'll level Mara up tomorrow.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara lvl 15 highlights:

+1 BAB
+1 Fort
+1 Reflex

Feat: Spell Penetration

Mental Prowess +6
Weapon Attunement +4
Armor Attunement +4

+1 5th lvl spells/day
+1 8th lvl spells/day

Adventuring Skill Ranks:
+1 Diplomacy
+2 Heal
+1 Knowledge Dungeoneering
+1 Perception
+1 Spellcraft

Background Skill Ranks:
+1 Knowledge History
+1 Profession Cook


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Dervak you would have seen it was stunned so I think you might not wanted to have moved away? Can retcon that if you want.


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M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Okay, will do so. His Bladed Dash move could have been as little as 5' to the side instead of 30' back.

Doing early Thanksgiving with the extended family today, will post my turn tonight.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Sadly, Death Ward is not on the Shaman spell list.

Sunburst is highly effective against vampires, although it risks blinding most of the party (DC 27 Reflex); the 80 ft radius burst makes precise targeting very difficult. If Mara warns the party to shut their eyes, this is why.


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The good news is no one has actually seen you yet. I'm working on an update, we're going to drop into init.


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I'll get the map updated later tonight. At work and I can't access the pdf to transfer to slides. And then I'm driving for 2 hours

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