Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Na - Magus always seem to have that smokey arcane aftertaste. Sort of taste like a small electrical fire.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

True, Dren, but they have more resources than a typical wizard so Jax should be fine. Between his: 6 scrolls, 3 potions, 6 arcane pool points, 2 pool pointso n his weapon, 5 lv 1 spells and 3 lv 2 spells..he'll be okay :P


A note on context here.

This marks the end of the module (yes, after a year... okay, I added a lot of stuff) and the end of Part I of the Way of the Wicked.

In-game, this is it. This is for all the marbles. If you fail here, the invasion fails, and years of Cardinal Thorn's plans fall into chaos. You can imagine how well he'll take that. On the other hand, succeed at this and, woo. You will have knocked one leg out from under the whole damn kingdom. It won't be the end, by any means, but you will have accomplished something truly amazing -- and you will all have taken a long step towards your various personal goals.

Out-of-game, once we're done with this I'm considering a short break. Also, it will be a chance to consider whether you want to carry on with this campaign. I'm game -- but if you're getting a little tired of it, then just finish this next part and, win or lose, you're free to step down.

But that comes a bit later. Key point: Lose here, lose everything. Win here, win big.

All the marbles. Plan accordingly.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

I will be game for continuing, if we survive. I am enjoying the game and the characters Doug. In case you don't hear it enough you are doing a great job!

You are allowed a vacation...but not longer than two weeks :].

I just took a week off from my Serpent's Skull game. Just needed to take a week off from worrying about posting or other people posting so I totally understand wanting a break.
I now feel back into it and think the break was well worth it.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

also for continuing though a little break would be fine, considering my work this next few weeks


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I agree with Dren 100%, although I am not running his Serpent's Skull game.

I am up for continuing as this has been one of the coolest campaigns I have played in and DMDM's creative NPCs have definitely added a lot of color - mostly red since we have killed a bunch of them.

Breaks are a necessary part of the game, and considering the amount of time that I know DMDM has put into this, taking a week or two, or ever slightly more, is no problem. All I can say from prior experience is to be careful if it is much more than that as players tend to disappear if you do not keep their attention.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

A break between modules is always a good idea to prep and plan. The amount of work you've put into this really shows. The details, the tying of characters in with NPCs, the flavorful NPCs..this game has been one of my favorites, and definitely the best PbP I've played in. I'm definitely up for continuing!

I'm running kingmaker by PbP right now and didn't even want to start it until I had the first three books converted/set up the way I wanted. And even with that, we will be taking a brief break between modules.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Do you think its worth Scribing Fireball caster level 7?


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

I will definatly be here, this has been my favorite game on Pbp yet. À few weeks is ok by me as long as we pick up again.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Good grief, I go to bed and wake up with 36 posts.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

I woke up to 35...but I have added 3 or 4 of my own so I don't feel left out.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

I don't think fireball is a very good spell. THe damage is fairly low and while its an AOE, it targets reflex which tends to be one of the higher saves. Scrolls are best for things you will want for utility but never know when you will actually need. Like restoration, knock, etc. Or at least that's my opinion.

Compare fireball to scorching ray. Its one level higher and can do 7d6 aoe at CL 7. Scorching ray at CL 7 gives 2 rays that allow NO save and deal 4d6 each for 8d6. Generally, single target damage > aoe damage due to 1) no risk of hitting allies and 2) three targets with 20 hp still hit as hard as if they were at full hp but 2 targets with 40 hp and one dead target means one less round of being hit. Sure, you can miss with scorching ray but it not likely if you choose your targets well (touch ac being relatively low for everyone except Dex-based characters).


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond
Judge Tohram Quasangi wrote:
Good grief, I go to bed and wake up with 36 posts.

Yeah, I was surprised by the same thing. hard to read through every part of that many, several long, posts so I skimmed some.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

If we have to fight a group of guards though Fireball is the better spell. Fighters typicaly have low dex saves as do wizards... :].

Scorching ray you have to roll to hit and if you are shooting into combat it is almost useless for her with her low bonus to hit. I would rather have the guaranteed 7d6...


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

I'd rather have a glitterdust, grease, sleep, or web spell than 7d6 damage on a group of guards. Edit: And heck, none of those are even 3rd level.

Instead of 7d6 damage, for a third level spell you could have ash storm or sleet storm or magic circle vs good or mad monkeys or spiked pit or heroism or deep slumber or invisibility sphere or haste. I'm not saying fireball is a terrible spell, but there are so many other actions I'd rather the only full arcane caster use on the first round on a group of enemies rather than a small amount of damage. That's just me though.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Fireball on a scroll is usually a very poor choice because you get the minimum Int bonus. Pretty sure the save DC would be 14 (+1 Int, +3 level). As such, the 7d6 which would average about 24 damage will only do 12 to most except for those few who miss their saves.

If you want 3rd level spells, Haste is the one you want. I can cast it twice if I do not use Evolution Surge, but you can never have enough Haste in your repertoire. Heck, a level 7 haste scroll has no problem with saves (no need for them), and will do a ton more damage since Edmin, Jax, Xen, Grumbles and Morsum will all get additional attacks and two others will be faster to avoid getting squished.


I think fireball is a so-so spell. It has stayed the same damage since First Edition -- 1d6 per level -- but hit point creep means that opponents have about twice as many hp as they did back then. So, fireball has gone from "woohoo! Now I can cast FIREBALL!" to "hmm, I dunno, I guess that's okay".

It does have things in its favor. Its range is much greater than any of the other spells you've listed; for instance, at 7th level scorching ray has a range of 40 feet, while Fireball is an astonishing 680 feet. So it really shines outdoors. Unlike scorching ray, it will always do *some* damage even if the target makes its save. It's great against large groups of weak opponents. And if you're facing a swarm, woo -- you'll be oh so glad you took it.

Scorching Ray vs. Fireball:

Say you're 7th level and are facing a CR 7 opponent... let us say, a medusa. You're a straight wizard with a 20 int and a 12 Dex. The medusa has a touch AC of 12, so you'll hit it on an 8 or higher -- 65% of the time. So, your average damage with a scorching ray is 8d6 x 0.65, or 18.2.

With a fireball, the medusa's reflex means she saves exactly 50% of the time. However, she still takes half damage on a save. So average damage is 7d6 x 0.75, or 18.375.

Almost identical... but the scorching ray requires you to get dangerously close to the monster (remember, her petrifying gaze has a 30' range, so you'll have to face it if she survives) while the fireball can be cast from 200 yards away, and the fireball will also sweep up any minions or cohorts she has around her.

In a classic party of four, where the wizard can't always be sure of a meat shield, fireball is pretty clearly superior. A lot of people seem to play in larger groups with six or even more, in which case scorching ray becomes more attractive. But fireball is still competitive, if not outstanding. Also, note that at 8th or 9th level fireball edges ahead, as its damage increases smoothly by level while scorching ray's does not.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

You know if DM taught a class on say writing, or logic or even churning butter, I think I would take it.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Weaker damage by a little bit, yes, but also only a lv 2 spell as opposed to level 3. The point about swarms is noteworthy though. Swarms suck.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

I was thinking about the same thing on Haste...level 7 haste is good...heck Haste is by far the best 3rd level spell. Probably better than any 4th as well and equals most 5th. Of course for my character is does almost nothing :].


Jax Naismith wrote:
Weaker damage by a little bit, yes, but also only a lv 2 spell as opposed to level 3. The point about swarms is noteworthy though. Swarms suck.

At level 7 your typical wizard will have four third level spells (2 + 1 int bonus + 1 specialist) and five second level spells (3 + 1 + 1). So in terms of slots it's pretty much a wash. The real drawback is opportunity cost -- if you're taking Fireball, you're not taking Haste or whatever.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

yipes lots of posts. Xen will just sleight of hand the poison, save the spells for everyone.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond
Douglas Muir 406 wrote:
Jax Naismith wrote:
Weaker damage by a little bit, yes, but also only a lv 2 spell as opposed to level 3. The point about swarms is noteworthy though. Swarms suck.
At level 7 your typical wizard will have four third level spells (2 + 1 int bonus + 1 specialist) and five second level spells (3 + 1 + 1). So in terms of slots it's pretty much a wash. The real drawback is opportunity cost -- if you're taking Fireball, you're not taking Haste or whatever.

Agreed, the opportunity cost of the action usually isn't worth it. Your fighter can deal more damage and you can do things that they can't, like say, blind every enemy or entangle them or drop them in a pit.


I'm on record as hating Haste a lot. Have I posted my rant on that before?

Haste, and why I have come to particularly dislike it:

Several reasons.

The big one is, that extra attack makes combats shorter and thus less interesting. When you jump from +14/+9 to +15/+15/+10, your average damage output against an AC 20 opponent increases by about 80%. That's almost double! (Against a really high AC opponent -- AC 28 or higher -- it's actually more than double.) So you'll drop enemies faster, and vice versa. It becomes a battle of glass cannons where it's all about who rolls initiative first.

Meanwhile, there's less time for casters to do anything interesting in battle. Haste doesn't give extra standard actions, so the witch and the wizard are still stuck with one spell per round. In theory, there are all sorts of cool spell combinations that a caster can fire off in battle: a strong debuff on a particular save, for instance, followed by a save-or-suck targeting that save. But these become less attractive as the battles get shorter, because you just may not have time for them. Meanwhile, straight damage-dealing spells still work, but they become *relatively* less effective because the melee guys and the archer and putting out so much more damage. In terms of pure power gaming, it becomes more attractive to cast buffs on the people who are hasted (or combat debuffs on their targets).

Haste also effectively shrinks the battlefield. The increased movement means that characters can zoom around 60' or more while making a move action. So a lot of interesting tactical options dwindle or disappear. Obstacles can be run around, pits can be jumped over. The caster who thought he was safe two hundred feet away can be reached and threatened in a single round. When the barb drops an enemy on the first round, he can choose to attack anyone on the second, and with 100' or more of movement he can chart a course that avoids AoOs. (I've had a barb use Haste to run clear around a line of spearmen to attack their leader from behind. I know the class is supposed to be fast, but this verges on silly.)

There are answers to these things, sure. (Difficult terrain, footing issues, climb checks, grease spells, flying opponents, reach, yadda yadda). But still: a whole bunch of interesting tactical options have just been rendered irrelevant.

Haste is powerful. It's really too powerful for a 3rd level spell. Increase all the party's melee fighters and archers' output by 50% to 100% *and* give faster movement *and* +1 AC and +1 to hit? It's 3rd level because, back in the dawn of time, Gary Gygax made it a 3rd level spell. But it is just so all-around great that it tends to crowd out other spells of that level.

Haste is so good that PCs will want to cast it before every single combat. By midlevels, they'll be able to. This means that if they don't have a sorceror with Haste, the party wizard or witch will be filling multiple 3rd level spell slots with Haste. In some cases the PC may fill all his available 3rd level slots with Haste. This makes perfect sense; who wants to spend money on scrolls or a wand? But it makes the character less interesting to play.

Meanwhile, because the PCs are always casting Haste on the first round of combat, the opposition has the following choices:

1) Also cast Haste, making combat even faster and even less interesting.
2) Cast Slow. This works for one round until the PCs cast Haste again.
3) Cast Dispel Magic. See above, except now you have to make a dispel check as well.
4) Don't cast haste, and face the charging raging barb whose average damage output has just doubled. Good luck with that!

So, to summarize: Haste makes combat shorter, more explosive, more more centered around doing damage and more random; makes combat tactics less realistic and less interesting; valorizes melee and missile characters at the expense of casters; and tends over time to turn casters into buff monkeys instead of direct participants.

I don't like it.


Bref wrote:
yipes lots of posts. Xen will just sleight of hand the poison, save the spells for everyone.

You do realize that if you blow this roll, everything fails catastrophically?


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

sure do! this is one of the things Xen is built for. and thankfully it went pretty well i think.:)


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
I'm on record as hating Haste a lot. Have I posted my rant on that before?

Two things.

First, even when he rants I find DM still very readable. I actually want him to go on.

Secondly, now I wish I took Haste as a spell! I did not because I thought the Judge had it covered and I always pick Haste at level 5. (This being just my fifth character ever, that means all of four times before, but still.)

I mean its always Fireball and Haste at 5th level right?

:)


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Are there other 3rd level spells for Sorcerer/Wizard? I thought the list was that and stinking cloud?
Maybe there a pit spell in there to somewhere? :]


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:

A note on context here.

This marks the end of the module (yes, after a year... okay, I added a lot of stuff) and the end of Part I of the Way of the Wicked.

Out-of-game, once we're done with this I'm considering a short break. Also, it will be a chance to consider whether you want to carry on with this campaign.

It's been a year? We hit 9,228 posts in gameplay so far.

Despite him trying to kill us all at every turn, I am such a fan of DM so much his wife has grounds to be jealous.

I have thoroughly enjoyed the campaign with the players with DM in the drivers seat, comments from the peanut gallery included.

I have been lucky that I had had several good GMs but I can honestly say DM may very well be at top of that list.

Its hard to deal with six strong willed and I would say rather intelligent players who have their own ideas and yet he manages to keep us all on our toes.

It really is a pleasure and hope he continues with our campaign after he takes a break.

I wonder how it is to sit at the gaming table with him.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Haste is one of the best spells for its level and really should be haste (one target) with a fifth level Mass haste.

There are still plenty of other great spells at that level though. Sleet storm/ash storm, mad monkeys, stinking cloud, SM III for dire bats, lantern archons or aurochs, and I'm sure at least a few others I'm not remembering.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I love Rain of Frogs. 2d6 every round and saves vs. poison+distraction+nausea. Plus, they cover a 10x10 area and are effectively a damaging battlefield control tactic with staying power (if you do not want to spend (waste) standard actions casting other spells).


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

That's awesome.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I just opened the thread and saw 34 posts I have to catch up on, you boys have been busy.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Today marks a full year from when you started recruiting, Doug. Happy Anniversary!


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

That's AMAZING!

Sláinte and За здоровье one and all!

Just took a peek at old posts, we were all so polite to one another back then, what happened? :) :) :)


I was thinking of the date we actually started playing as the anniversary, but this works too.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

well we can have two.

DMDM can we have a present?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Bref wrote:

well we can have two.

DMDM can we have a present?

Jax Naismith wrote:
Today marks a full year from when you started recruiting, Doug. Happy Anniversary!

Hmmm, is this like celebrating the anniversary of the date you got knocked up?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Almost forgot HAPPY Halloween

The costume at :32 sec is very appropriate for us.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond
Judge Tohram Quasangi wrote:
Bref wrote:

well we can have two.

DMDM can we have a present?

Jax Naismith wrote:
Today marks a full year from when you started recruiting, Doug. Happy Anniversary!
Hmmm, is this like celebrating the anniversary of the date you got knocked up?

You...you mean you don't do that?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Jax Naismith wrote:
Judge Tohram Quasangi wrote:
Bref wrote:

well we can have two.

DMDM can we have a present?

Jax Naismith wrote:
Today marks a full year from when you started recruiting, Doug. Happy Anniversary!
Hmmm, is this like celebrating the anniversary of the date you got knocked up?
You...you mean you don't do that?

Depending on whose story you believe, I was either found under a rock, or hatched.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I was thinking a few days ago that I mentioned this but I don't see anywhere.

While I think we are trying to surprise the commander this is an extra precaution.

Could we Disguise Edmin as captain Edderly so that in theory the commander will not use his Smite Evil ability on him? And if we overcome the commander we Disguise Edmin as the commander.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Er, isn't Edderly in prison sentenced to death?

Also, as I have said before, the Judge has a fairly evil aura about him, both alignment and scent. How are you planning on covering the scent of death and decay about the Judge? Are you planning on saying that this is the latest and greatest scent from the capital?

Now, if you could disguise Jax or Xen to go with you and attempt to steal the control bracelet for the golem, that would be a good idea.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Do we have anyone with a good base disguise check? The spell gives +20? Jax would get race and gender penalties. Plus, need to find a hat for his horns..


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Judge Tohram Quasangi wrote:
Er, isn't Edderly in prison sentenced to death?

True, it will confuse the commander long enough that we get the first hits in, which Irin said we should do. All we want is to have him hesitate to use Smite Evil,

Ok gang why are you all awake when I'm about to go to bed, it 8 am.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I am only +5, no class skill or ranks.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую's Lingering Presence can help cover the Judge's smell for an hour.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'
Cуровую зиму wrote:
Judge Tohram Quasangi wrote:
Er, isn't Edderly in prison sentenced to death?

True, it will confuse the commander long enough that we get the first hits in, which Irin said we should do. All we want is to have him hesitate to use Smite Evil,

Ok gang why are you all awake when I'm about to go to bed, it 8 am.

Because I start work at 7-7:30am...lol


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Cуровую зиму wrote:
Cуровую's Lingering Presence can help cover the Judge's smell for an hour.

That would be up to DMDM. Nowhere in your description does it describe that the spell can completely cover up smell. I take a -4 to Bluff & Diplomacy because of my current fragrance.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

My base disguise is a +12 or +22 with the hat. I also have a disguise kit for an additional +2 so I can go +24...

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