GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

At least anti-biotics work for Strep...


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Hit Points 1d4 + 4 ⇒ (1) + 4 = 5

As we are leveling I have been looking through some of the new materials. Inner Sea Gods has some interesting things. If anyone who does not have this book and wants some information, let me know and I can let you know anything that might help you or your character.

At 9th level Rohara will advance as a cleric. The main advance is channeling will become 5d6. She also gains 5th level spells.

Reading through some of the new prestige classes, a dip into them may be something I would consider. The two PrCs I am looking at are the

Evangelist
Which would be only a dip for the obedience boon (level 3 of the PrC or level 12) 1: Traveler's Tricks (Sp) longstrider 3/day, dorkvision 2/day, or phantom steed 1 /day.

Exalted
The Boon's here are not as helpful, but the PrC allows continued spellcasting as you advance.

Another of the things to look at are the feats (which many are based on which god you follow). The one that seems to keep pooping up for use and to consider would be

Trailblazing Channel:

Source Inner Sea Gods pg. 217 (Amazon)
Your positive energy makes trailblazers of those you heal.

Prerequisites: Channel energy 3d6, worshiper of Desna.

Benefit: Once per day when you channel positive energy, you can cause healed creatures to be unimpeded by difficult terrain for a number of minutes equal to your Charisma modifier (minimum 1 minute).

Just some ideas I am thinking about... :)


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Going with paladin again. Justin runs to check if his mount can fly yet.

Lay on hands stops poison and disease now.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

HP: 1d3 + 3 ⇒ (3) + 3 = 6


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Well, whether it's Bloodrager or Ranger, I'm thinking it'll be a d10 class -- so:

Kilthan HP: 1d5 + 5 ⇒ (5) + 5 = 10
Jagdbach HP: 1d4 + 4 ⇒ (4) + 4 = 8

Wow. A good time for the diceroller to not fulfil it's anti-Kilthan programming...


Sorry I have been out of commission for the last couple days. Hopefully this weekend I can look through and answer some of the questions


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

No problem, thanks for guiding us to level 9. It has been an amazing ride and I'm happy to be here.

I think Justin can get some magic to get his horse to fly. Lesser wings of flying are 22K though, quite steep.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

All good. Get well -- I don't think any of us feel abandoned in any way.

In terms of flying -- if it's just for combat a wand of fly might be a nice "tide you over" investment that you can UMD.

If it's for all the time, well, you're better off with a magic item, I'd think -- a wand of overland flight (summoners get it at 4) would be more expensive than a permanent item. Though, short-term, you could try to UMD your way there with scrolls -- or buy scrolls for Aarakess to read. It's only fly 40, but it's flight.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

I think I have completed Rohara's leveling.

Please note that as she has taken the Deific Obedience feat, that when she can perform her Obedience she will gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.

When she has the time Rohara will be retraining the Saving Shield feat (she will need 5 days and 450gp, and a trainer to do so).

Rohara can cast fly as well. so she could use a wand/scrolls on Justin too.

For 5th level domain spells is there any preface for the party of break enchantment or teleport (at present she can transport herself and 3 others)?

Also, when we do gather all the goods, the morningstar +1, spell storing may be sold as Rohara would never make any great use of it as she is not overly meleeish nor would the spell within be much. If someone else wants it they may have it. But selling it would garner enough for a +2 weapon.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I see teleport as much more useful--mobility is king.

I would think we keep the Morningstar and put searing light or dispel magic on it. Slamming an extra 10d6 on undead or 10d8 if it is a vampire could be useful. Justin could see using it as a backup weapon that can really unload on undead with a stored searing light.

I think we sell the raging greatsword and Justin's back up +1 greataxe and maybe even his returning trident, which was intended to be used when he needed to throw something, which never seems to happen.

I would like to get Rohara a phylactery of positive channeling (11K) to make sure she does what she does best better.

I have updated the loot spreadsheet and we have about 16K -- tome of clear thought to Aarakess, periapt of wound closure to Kilthan.

Do not know if we can sell the berserker sword or figurine -- also don't know if we have a Trevor Doll that is worth anything.

Anyway, plan is to buy a positive channeling phylactery for Rohara and two scrolls of knock.


OK, I am mostly recovered from being sick. I have a lot of work to catch up on and a home game tonight. Hope to begin to catch up on things here by tomorrow.


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

HP: 1d4 + 4 ⇒ (2) + 4 = 6


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Skorhald is leveled up, except no equipment adjustments.


Now to answer back questions:

Kilthan, I am ok with Blood Rager

Justin, no wings yet.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Sold. Will level up.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

That's got it. Righteous Fury. Full of woot.

Debating my feat -- leaning on Diehard at the moment (instead of the original planned Impy Bull Rush) to be sure I don't kill myself accidentally. Normally, it's not worth the feat to get to diehard, but Endurance as a bonus feat for rangers makes it much less icky.

(Multitalented my way into FC bonus -- so gained +1 BAB, +2 Fort, +10 (+3) hp, +10' land speed, +3 Acrobatics, +1 Stealth, +1 Survival, +1 Perception, and +1 rage round [beyond the 7 I get by default])

Good level for Jagdbach, too -- Gained +2 natural, +1 dex, +1 str, +1 to Fort and Ref (beyond that) , and got a stat boost (str) -- making him quite a bit tougher -- he needs to MWork his armour, though -- he's above its dex limit. (Things to do when we start trading..)

So, reserving the right to swap feats, I think I'm ready.


FYI, the sword and figurine are cursed, so while you could sell them under a false pretense, I doubt Justin would be ok with that. The doll was just creepy.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I'd imagine the berserking sword could find a buyer, even with the limitation.

The figurine seems a little less useful, but someone might want to buy it as a curiousity (if only as a work of art).


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Bah, I thought I had a fun plan, but it will have to wait a level.

At 10th level, Aarakess gets Polymorph as a bonus spell from her patron. Although not usually the most useful spell, it dawned on me that she can cast it to turn Jagdbach into any large animal. Dire Bear, Cave Lion, Crocodile, Dire Wolf. Big fish of various types. There are all sorts of fun options with grab and trip abilities tossed in to increase the enjoyment.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I was thinking about taking a lockjaw as one of my level 2 spells for just the grabbing.

In terms of polymorphing, I'm not sure if he would retain his rage ability in a different body as it's a racial ability (though Polymorph's strength bonuses for becoming a large animal would likely counter that) -- unless we assume that he retains it if the target shape also rages (like the Dire Weasel which is large, has grab and blood drain, and rages).

Also, sadly, Polymorph (per Beast II) doesn't grant most of the niftier powers -- though it does give pounce (making dire lion/tiger a nice target, even if there's no rake from the polymorph).

Still, it's a pretty spiffy idea -- and, similarly, I was also thinking that getting a few scrolls of strong jaw would be pretty useful also in nasty fights.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Any thoughts on spells?

Break Enchantment, Suffocation, Mind Fog, Hungry Earth, Blood Boil and Teleport are all interesting. I am open to options.

Also, I am sort of clueless as to what feat to take. Lots would be useful, but really not positive what would be best at this point.

My intention is to take 1 more witch level, to level 10, and then to switch to taking Harrower levels just to have fun.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Witch 5 has Cloudkill, no? It's rather .... useful. Sure, most of the big bads won't die outright, but it's d4 Con while you're in the cloud (also, it's save for half, not Fort negates) -- and the cloud blocks vision, of course.

Feeblemind is useful, also -- though in a much more limited range.

The only downside from drifting away from Witch is that the DCs for your hexes are based on witch level -- though Harrower is a whole lot of snazzy so it might be a fair trade.

[I'm kinda partial to Cyphermage myself...]


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

I took dispel magic as my spell, and cornugun smash as my feat. The first is too useful to pass up and the second fits Skorhald to a T.

Break Enchantment is too situational to get early on, IMHO.

Teleport is too useful not to have. Suffocation is also quite good though we might want to get a ruling on how it works exactly as it is among the worst written spells out there.

For what it is worth, after much very contentious debate, this is how I ultimately ruled on suffocation:

suffocation:

First, here is the ruling on the way suffocation is going to work in my campaigns:

"Saving Throws...
Partial:
The spell has an effect on its subject. A successful saving throw means that some lesser effect occurs."

Suffocation has saving throw PARTIAL. That means if you succeed you have a lesser effect occurs. In this case the lesser effect is that you are staggered for one round.

So the target of suffocation immediately makes a saving throw. If the target succeeds they are staggered for one round and the spell ends.

If the target fails the FIRST save then the target is not staggered (not gasping for breath) but they do begin suffocating.

Suffocation by the spell works like this: On the target's NEXT TURN, the target gets another saving throw. If the target succeeds they remain unaffected and if they fail they fall uncurious and are reduced to zero hit points.

On the target's next turn they get another saving throw if they succeed they remain in the same state they were before (unaffected or unconscious at zero hit points) and if they fail they either go unconscious and to zero hit points (if previously unaffected) or remain unconscious and proceed to -1 hit points and are dying per the rules.

On the target's next turn they get another saving throw if they succeed they remain in the same state they were before (unaffected or unconscious at zero hit points, or -1 hp and dying) and the spell ends. If the target fails this saving throw, they either go unconscious and to zero hit points (if previously unaffected) or remain unconscious at -1 hit points and are dying per the rules (if previously unconscious at zero hp) or they die (if previously at -1hp and dying.

So if the target succeeds on the first saving throw, they are staggered for one round and the spell ends.

If the target misses the first saving throw and succeeds on the remaining three saving throws they are unaffected by the spell. (odd that this is the best outcome, but true.)

If the target misses the first saving throw and succeeds on two of the three remaining saving throws they end up unconscious and at 0 hp at the end of three rounds.

If the target misses the first saving throw and succeeds on one of the three remaining saving throws they end up unconscious and dying at -1 hp (or -2 potentially) at the end of three rounds.

If the target misses all four saving throws they are dead at the end of three rounds.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Level 5 witch teleport is so useful. Others are interesting. Blood boil is just cool. But three rounds is a long timer.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Rohara gets teleport as a domain spell... Of course, if you can both cast it, it lets us move the whole party (Justin can summon his mount when we arrive)


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12
Justin D'Rite aka Sluuth wrote:
Propose 11Kgp for phylactery of positive channeling, though Rohara may not want to tie up the headband slot for it. As an old school player, I am not used to worrying about slots. You were happy to find a magic item you liked. Headband of inspired wisdom +4 is 16K and may be much more useful. As the periapt of wound closure is a neck slot item, may also go to Rohara--amulets of natural armor adorn the melee types. I like the saving shield feat, as +2 AC would be useful, but like my returning trident, it has shown in practice to be not so useful.

I have a question before we going buying a Phylactery of Positive channeling. Rohara has and uses the Diadem of Zosiel. It is said to 'act' like a Headband of Wisdom +2 (which is a headband slot) but is referred to as a diadem and circlet (these are head slot items). If the Diadem of Zosiel is a head slot item, Rohara can use the phylactery (7d6 healing/damage would be pretty nice.) without issue.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

For me, probably a Headband of Intellect +4 would be the best upgrade, more spells, higher Hex DC, and free skill ranks. I am getting RL back in order, and hope to be able to think about leveling more in the next day or two when I can think about feats more.


Rohara, it is a Head slot item (Diadem) and you would be able to use both. It is a special item and something you will most likely want to hang on to.


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Wasn't there a book that seems entirely too likely to be a vacuous grimoire based on the other cursed items?


Yes there was a book and Periapt also found with the other cursed items.

Justin or Rohara may be able to find a good aligned church that would dispose of the cursed items that you identify.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

We should get those properly identified, just to be sure. I mean, they're probably cursed, but we don't want to destroy potentially useful items based on assumptions.

Also, if we have some coin and downtime, Kilthan can think of a few things to spend money on. (Better badger barding, for instance)


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

No worries on Rohara attempting to get rid of the Diadem of Zosiel, it is something she she would do.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I'm all for the Phylactery, BTW. Sleeping on the job is unfun.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Ok, still trying to figure out my feat. Here are a few thoughts:

1) Spell Penetration - we are going to get SR at some point
2) Improved Init - basic, but faster is always better
3) Craft Wondrous Item - Aarakess is missing lots of spells, but Rohara could help. With her Spellcraft, she would rarely miss any rolls, even with a +5 for lacking a spell. Not sure how much down time we will have though.
5) Spell Focus(conjuration) - makes webs and glitterdust and stinking cloud and cloudkill that much harder to resist.
4) Something else? Metamagic seems like Rods would be as good and are not too expensive. Not sure what other options would be good.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Spell penetration is sometimes useful, Improved init always gives you +4 to init, a solid feat that is underappreciated. Improved init now and Spell penetration at 11 is my recommendation. Just as mobility is key -- hence Justin's love for expeditious retreat and fly. If the party casters will set aside at least two fly spells a day, he will be happy.

Add the cloak resistance +2-- the phylactery will be a party investment, it can be the difference between being up or down in an extended fight.

Justin will buy two knocks and two augury scrolls.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Anyone have a breakdown of loot that we got? What we are selling and each person's share?


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Split Hex is crazy useful -- but not 'til Witch 10, sadly.

Harrowed Summon is pretty cool, also.

I'll never say no to Craft Wondrous -- but the 12,000 to upgrade a +2 item to +4 takes quite a while if you're doing it part-time.... let alone +6.

I'm thinking, too, it's probably worth grabbing some scrolls for Aara to feed her little dragon just to increase her spell-list.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

The loot spreadsheet was updated to when we leveled and had Justin selling back his backup +1 great axe.

We are at 16.6K gold, but 11k go to the phylactery. Though Aarakes is slated to get the book, which if genuine, is a monster value.

We have gotten more loot since then. As for crafting, without mondo down time, it is tough to pull off. Now scribing scrolls is incredibly useful. I would love a set of fly and +4 CHA boosting scrolls to read.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Yeh, I am trying to figure out the whole harrow stuff. I took Harrowed to replace Slumber (which I think is unbalanced and overpowered) after I was reincarnated, but am yet to use. This was really only taken as a prerequisite for the Harrower PrC. There is also a new witch archetype, Cartomancer, which fits in with this theme, although it replaces the familiar. The only issue with it is that Aarakess does not use that many touch spells, and that is one of the key parts of the archetype.

Right now, I am thinking that perhaps retraining Harrowed to something. Ability Focus for the Evil Eye hex or Misfortune hex could be most useful if GM Blood will allow it. Technically it is listed as a "Monster" feat, although the only prerequisite is a special attack. And, of course, I am unsure how exactly a special attack is defined. If not, Spell Focus/Greater Spell Focus (conjuration) could be most useful with many of Aarakess' spells (glitterdust/cloudkill/stinking cloud/etc). Not sure if the increase in DC would effect the abilities of summoned monsters like swarm poison.

Spell Penetration is nice to have, although Aarakess focuses more on her hexes than spells, so it would be that much more situational.

Right now, I think that I am inclined to retrain Harrowed to Improved Init, and then grab Spell Focus(conjuration). This will also open up Augment Summons should we feel we need more summoning support as Aarakess can cast all the summon monster spells.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

If you're retraining, Accursed Hex is a nice way of ruining the day of someone who saved vs misfortune.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Forgot about that one.

Perhaps - Retrain Harrowed to Accursed Hex
Level 9 - Spell Focus(conjuration)
Level 10 - Major Hex (Ice Tomb, Agony, Waxen Image (love this one), Retribution are all lots of fun.
Level 11 - Split Hex

If we have the funds, purchase a headband +4.
--> after selling the Rapier +1 she has, she will have about 6500 gold. More than 1/2 of what she needs.

Also look into some more scrolls for Cieslx to consume. Already have quite a few, but if people have others that they like, let me know.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

All - I have a Ring of Spell Storing (lesser). This is a nice item, but it is worth $18,000. If I sold it, that would pay for a Headband +4, upgrade my Cloak of Resistance to +2, and still leave me with a couple thousand gold for spells or other stuff.

Since the Headband will increase my Int to 25, it will give me another level 3 slot, so that it effectively replaces the use of the ring.

Let me know what people think.


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1
Aarakess Halcorn wrote:

All - I have a Ring of Spell Storing (lesser). This is a nice item, but it is worth $18,000. If I sold it, that would pay for a Headband +4, upgrade my Cloak of Resistance to +2, and still leave me with a couple thousand gold for spells or other stuff.

Since the Headband will increase my Int to 25, it will give me another level 3 slot, so that it effectively replaces the use of the ring.

Let me know what people think.

Sounds like a no-brainer.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Makes sense to me.

I've always felt that the only real advantage of a spell storing ring is for non-casters (who have nice spellcasting friends who help them out) - letting them cast range personal spells on themselves (or as emergency healing)

Also, side note: I'll be away for the weekend and unable to post 'till Monday.. (Thought it was next week, but apparently not)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Ok, I think I am leveled. Aarakess sold her +1 rapier and Ring of Spell Storing, and upgraded her headband to +4. Still have 3,000 gold. She can either upgrade her cloak to +2, or buy some more spells.

Aarakess chose Suffocate and Waves of Fatigue for spells. Since Rohara can also cast Teleport, I figured that choosing this now was less important.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I would think suffocate and teleport. Waves of fatigue is marginally better than many hexes and there will be some instances where the area of effect makes it great, but having the mobility of teleport has proven itself so valuable in my experience.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Switched to Teleport. Will probably memorize Suffocate normally, and only memorize Teleport when we need to go someplace.


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

As far as items go, next level Skorhald will be upgrading to a breastplate. Makes it not worth it to enhance his chain shirt at all, even though his AC is lacking.


Arena rules added to Campaign tab for ease of access

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