GM Choon presents The Witchwar Legacy (Inactive)

Game Master Choon


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Hmm yeah I can do that. Sent you a pm, felt that it is just good form : )


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

Um, sorry to be a downer, but I haven't really been able to come up with a story for Toska. I got their class down (barbarian) but other than that trying to come up with a backstory for a near epic level character I haven't done anything, if anything I've been avoiding it.


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

woot you hear that Toska's an open slate... give me 31 .63456 minutes


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

... okies.


The Man. The Myth. The Mask!

That's oddly precise.


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

And there's a space...


The Man. The Myth. The Mask!

Who puts spaces in their numbers?


Precise people, clearly :P


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

or people distracted by their 6 your old neice.


Asselus Screamingtrees wrote:
or people distracted by their 6 your old neice.

Nah. I mean, what are the odds of Screamingtrees having his 6 year old niece around :P?


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

pretty good since her and her mother live with him *nods*

Is most of Toska accurate? Like half bug bear and all?


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

the start:

"What was to be a sacred omen In Irrisen turned out to be a ruinous portent when a priestess of Lamashtu successfully gave birth to a Bugbear's child not in the month of the Mother, Lamashan, but in dark of the Follower, Kuthona. Disgusted at birthing a creature that looked more human than monster the child's first day would have been its last save for the interjection of one of her acolytes, who suggested an idea of selling the child to one of the traveling fey circuses or a Baroness as an exotic oddity.
Given the okay to dispose of the unwanted child in the suggested fashion the acolyte instead fled when the child was in her care. While the priestess viewed her role as the ability to produce monstrous servants and warriors to do the Demon Mother's bidding, the acolyte, who up to this point had not been blessed with any children, monstrous or otherwise, viewed Lamashtu moreso in her aspect as a mother goddess. So when the priestess was simply going to discard the child the acolyte took it as telltale sign that Lamashtu had finally given her what she wished for most, in a rather unorthodox way.
Fleeing far to the south, lest she bear the brunt of the priestess' wrath when her ruse was discovered, she managed to enter the wilds of Varisia before exhaustion and diseases native to swampy forest lands finally wore her down, making her easy prey to the natural predators of the area. Delirious, exhausted, wounded and hunted by goblins she came across, and running out of life she still managed to run into the presence of hope in her desolation. In her last flight she came across a female half-elf who she begged and pleaded with her to take the child as she collapsed. The last she saw as she slipped away was the the half-elf clutching the swaddled child with a awestruck look upon her face. Happy and content she passed on into the ether, a sense of maternal pride filling her till the end.
Growing up in Sandpoint Toska spent most of his time alone or helping Shalelu patrol, which mostly consisted of him staying as far back as possible without making any noise while Shalelu got work eliminating any threats to the town, mostly really stupid goblins. The average citizen may not know what a Bugbear looked like but Toska looked different enough that his presence put most at unease, even moreso if people thought he was town but could not find anywhere, he seemingly picking up his father's racial knack for being a lot sneakier than someone of his size and build had any right to be.
Most of this burgeoning distrust and morose melt away however when the town came under siege from a Goblin raid. In the ensuing battle the grownups and adventurers did almost all the fighting he managed to help in his own way by sneaking people away from the fighting and approaching Goblins while managing to actually brain one or two with a broken banister railing he came across. Willing to put his life on the line for the people of Sandpoint managed to sway quite a few townsfolk's opinion of him, not all them no, but the oppressive tension he had carried about for most of his life was starting to dissipate.
Ameiko eventually ending up hiring him as a bouncer at her inn, although if this was done to cut down on the bar brawls or start more is a matter of some speculation. "

Acceptance.... acceptance was the driving force behind the blood ragers life, The goblin invasion of the city was the starting point, after that, (and some wandering adventurer's timely arrival) Got Toska moving. It was apparent that in sandpoint many things were stirring beneath the surface, things that Toska took care of. The strange catacombs beneath the glass foundry spawned evil creatures. Their hunger and cruelty was no match for the strenght of Toska, Toska took care of them, when the heros assaulted the strongest goblin tribe in the area (thistletop) Toska was there with Shalelu to quell the other tribes emboldened by the vacuum, their chaotic shenanigans were kindling to break and fuel the inner fire of the barbarian.

A strange Scarzni gang next moved in, their carnival wagons brought with them adventure, mystery... and strange disapearnances and death. Eventually that too Toska solved, discovering the ancient curse and the demonic entity within a chest that the veterans of the caravan fed people to in return for strange magics and imortality. Their magics and trickery fell before the rage of the barbarian. Their wiles held no sway over the anger.

When the heros of Sandpoint returned just moments before Giants assualted his hometown... Toska Held the southern bridge (the sandpoint bridge as it were) were just a couple of guardsmen with crossbows. Their attack on Toska's home fueled and even greater rage, the giants enormous strength only seemed to harden the resolve of the powerful barbarian.

Toska was now a somewhat beloved figure of the town. Word spread of the great deeds of strength from the city's strongest (figuratively and literally) citizen. Then word came that some strange ship was discovered up north, and his friend and greatest supporter Shalelu went with their friend Amieko to discover her heritage... a trip which they hadnt returned from.

Left with the dragon Toska almost seemed to languish away, until a strange cult appeared in the midst of the town. whole homes were emptied of their possesions, children went missing, all that remained in homes were the dismembered bodies of townsfolk, and familes. Everything seemed bleaker than before... then the cult made a mistake, they moved to eliinate the city's heralded champion, seeking to kill Toska in the town's most famous bar late one night...only they failed and the enraged Barbarian was able to track the cults leader to a 'girl' in the "pixie's kitten"who wasnt what she seemed at all. She was a lamia seeking to some dark monster far from its dwelling place with blood.

Toska discovered the ensorceled urn almost filled with enough blood to herald whatever dark creature desired such sustinance and through ...a liberal amount of aggresive persuasion learned from the lamia of the creatures tomb... a hidden dungeon under a partially sunk pyramid in the mushfens... a place of some note for its immense bas relief carving of a beautiful nude woman . . . A place known as the Sunken queen.

Toska set out, with a few of the adventuring folks of stout heart treking deep into the mushfens, to the site, only to discover the local tribes of the boggards were held completely in thrall by whatever dark creature was within. Fighting through the tribes to the site was perilous, and three of his fifteen companions feel to the evil manlike frog creatures spells and magics... another 3 fell in the vast underground temple. They discoverd an evil creatue, at the center of the temple. An immense daemonic frog like monster known as Wastri... the boggards worship and serviance had turned the creature into an power that was almost godlike... The following battle was epic, and many tales were written and sung about it... but at last Toska and two of the companions waded out of the sunken temple. The dark demonic entity crushed forever.

Toska returned home only to discover that the slaying of that dark entity did more than revenge the fallen of sandpoint... it might have saved Varisia itself. With the dark creatures death its cabal of cultists all dieds as well... powerful plots and entitys across the land, from high up advisors to the queen of Korvosa to powerful guild leaders in Magnimar were thralls to the dark monster, and all of them died screaming Toska's name... just as had their dark overlord. Peace at last finally seemed to reign in Sandpoint... but no where through the land of Varisia has one not heard the ballads about the most powerful or ragers to grace the lands.... The hero of Sandpoint.. no all of Varisia and the bar owned by the powerful hero.

There! didnt have too much to work with, but hey! saved and entire land from a demonic creature tyring to reach some sort of dark godhood! *nod*


AC 32 (T 17, F 28) CMD 25 | F+14 R+18 W+21 (+4 v bardic, sonic, language-dep; reroll failed will each round when holding banner) | immune: gas+vapor | Init+14 | Per+30 darkvision 120 ft, blindsense 60 ft, low light 4x, normal light 2x
skills:
Acro/Fly +34, Bluff/Diplo/Intim/SenseMotive +40, Know (arcana) +34, (dungeon, planes, religion) +33, (local, nature) +26, (history, nobility) +19, (engineer, geo) +17, Spellcraft +25, Stealth +29, UMD +30

Heya! Choon & team, thanks for the vote of confidence. I've attempted this module once before (in a somewhat modified fashion: the whole party were gestalt synthesist "superheroes") but it didn't get too far, and I've wanted to get back to it for some time.

This looks like a great group to tackle it with. I've inviso-dotted Gameplay.

What prep do we want to do at this stage? Folks are welcome to review Oliveo and ask questions and/or give any suggestions for better coordinating play.

Looking forward to gaming with yall.


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

I've finally put together a backstory for Johnne Sorokin, and his phantom, Rosina. Bit morbid, but that's kinda reflective of my emotional state right now.

Read at your own risk:

The mist-shrouded cities of Ustalav are cold in more ways than one. Haunted by superstition and prejudice, Rosina knew this well.

She was one of the wandering Varisians, travellers through the land of fear and suspicion, casting the cards and reading fortunes for those who dared believe. And while her predictions were accurate (just ambiguous enough to be, at any rate), there were sceptics. There always were.

Yet Johnne was different. While sceptical of her abilities, he was curious. He wanted to know more. And as he opened his mind to the possibility of her insight, her fascination with him grew.

He was a noble son, youngest of the Sorokin family, with hair black as onyx and eyes blue as ice. He had a charming smile and slender fingers that danced in the candlelight as he watched her readings. He played the piano, thirsted for esoteric knowledge, and thought of Rosina as his world.

It was meant to be. And it was meant to end in tragedy.

Of course, the Sorokins didn’t approve. As nobility, Johnne was expected to marry within his caste, to find a girl with blue blood – not a wandering charlatan, as his parents so succinctly put it. Rosina was appalled and dismayed when her lover told her the news, but Johnne had a plan – he’d heard of the goddess Naderi, and how she protected young lovers who couldn’t be together, except in death.

They said their goodbyes, and promised to see each other soon.

Lake Prophyria offered Rosina her relief. Weighting down her dresses, she threw herself into the black waters, filling her lungs and accepting the embrace of death.

And as her story ends, Johnne’s does not.

For sometimes, things go wrong. And it so happened that the unfortunate youth’s attempt at hanging himself resulted in him dangling, slowly choking, and having enough time for his father to find him and, unfortunately, save him.

Cut down from his desire, and having damaged his windpipe and larynx, Johnne was sent, at his father’s wishes, to an asylum to cure his depressive ways. The treatments were brutal and misguided – Johnne refuses to speak of these years (indeed, when he speaks at all; the most he manages frequently is a strained whisper).

It was during these years that Rosina came back.

He was sitting on his bed, staring out of the small, foot-wide window that was his only connection to the world outside, and watching the mists of Ustalav swirl and roil. Every so often, a tendril or a wisp would slip through the iron bars, dance around him, and vanish from sight. When he turned around, the mist was sitting there, staring at him.

It had Rosina’s shape.

Slowly, hesitantly, he reached for her. His hand passed through her. ”Am I dreaming?” he murmured.

The figure shook her head. Her hair waved and bobbed as if underwater.

”You… succeeded?”

Yes.

”Why are you here?”

The grey figure tilted her head. To protect you.

--------------------

With Rosina’s support, her wily ways telling him just how to spin things, Johnne was easily able to bluff his way through the asylum treatments. Within another year, he was released.

He didn’t go home. He left, travelling Ustalav, seeking answers in old libraries and ancient tomes, looking for answers, for a way to send Rosina to her final rest. Though the phantom didn’t seem like other undead – she retained her shreds of humanity, though her overwhelming despair never seemed to change. Always her hair and dresses shifted and whorled as if underwater; always her breath bubbled up, as if drowning.

And nothing seemed to work. I’m here, she said, and I’m staying. We’ll never be apart again.

--------------------

Twenty years have passed since then. His onyx hair is streaked with grey, and his blue eyes are lined with time, but Johnne remains searching. His self-imposed mission has led him across the Inner Sea, thwarting cults and seeking answers in religious manuscripts and clergy. He’s now set his sights on the Torc of Kostchtchie, as have others – and it’s these others he seeks to prevent.

His bond to life grows thin. Time to make the most of it.

Today, I learned that while I can write a mean origin story, the rest is really hard.


El Ronza, nice backstory! And yeah, writing the stories of an accomplished hero is a whole different set of muscles for me. I ended up happy with what I wrote for Oliveo, but it took a series of revisions and didn't really work until I took on a very different style from the way I usually write them. At any rate Johnne and Rosina seem like interesting characters to explore. Do you have crunch to read for them yet?

Also, a Q that I think might have been missed in Recruitment:

gyrfalcon wrote:
Choon, I was wondering if you're allowing the Signature Skill feat from unchained to allow Skill Unlocks. If so, I'm toying with rejiggering my build a bit to get Dazzling Display + Signature Skill in Intimidate as another debuff option (having demoralized foes who fail a Will save cower for a round and then be frightened). The build doesn't need it...just considering it as another fun option.


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

I sure do! It's taken me a hell of a long time, though.

Crunch:

Johnne Sorokin
Male human (Varisian) spiritualist (fractured mind) 17 (Pathfinder RPG Occult Adventures 72, 109)
N Medium humanoid (human)
Init +9; Senses all-around vision, darkvision 120 ft.; Perception +29
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 24 (+9 armor, +5 Dex)
hp 238 (17d8+102)
Fort +16, Ref +10, Will +14; +2 trait bonus vs. death effects, +8 bonus vs. mind-affecting, +2 trait bonus vs. emotion spells and effects
Defensive Abilities greater spiritual interference
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bonded manifestation (37 rounds/day), phantom recall 3/day
Spiritualist Spell-Like Abilities (CL 17th; concentration +26)
. . 4/day—bungle[UM] (DC 29)
. . 3/day—doom (DC 27), stricken heart[ACG]
. . 1/day—crushing despair (DC 31)
Spiritualist (Fractured Mind) Spells Known (CL 17th; concentration +26)
. . 6th (3/day)—disintegrate (DC 25), eyebite (DC 25), harm (DC 25), leashed shackles[UM] (DC 25)
. . 5th (6/day)—breath of life (DC 24), dominate person (DC 26), feast on fear[ACG] (DC 24), feeblemind (DC 26), suffocation[APG] (DC 24)
. . 4th (6/day)—aura of doom[UM] (DC 23), bestow curse (DC 23), confusion (DC 25), crushing despair (DC 27), debilitating portent[UC], terrible remorse[UM] (DC 25)
. . 3rd (7/day)—bestow curse (DC 22), blindness/deafness (DC 22), fly, gaseous form, haste, ray of exhaustion (DC 22), tongues
. . 2nd (7/day)—death knell (DC 21), emotive block
[OA] (DC 23), ghoul touch (DC 21), inflict pain[OA] (DC 23), life pact[ACG], spectral hand, touch of idiocy
. . 1st (8/day)—chill touch (DC 20), doom (DC 20), identify, mage armor, magic fang, remove fear, touch of gracelessness[APG] (DC 20)
. . 0 (at will)—detect magic, grave words[OA], mending, message, read magic, stabilize
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 22, Int 16, Wis 18, Cha 28
Base Atk +12; CMB +11; CMD 26
Feats Emotional Conduit[OA], Empower Spell, Greater Spell Focus (enchantment), Improved Initiative, Persistent Spell[APG], Quicken Spell, Scarring Spell[OA], Skill Focus (Intimidate), Skill Focus (Stealth), Spell Focus (enchantment), Spell Penetration, Spell Perfection[APG]
Traits grief-filled, inured to death
Skills Bluff +23, Heal +11, Intimidate +20, Knowledge (arcana) +9, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +13, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +11, Knowledge (planes) +23, Knowledge (religion) +23, Perception +29 (+27 while away from your love interest), Perform (keyboard instruments) +11, Sense Motive +23, Spellcraft +23, Stealth +6, Use Magic Device +14
Languages Abyssal, Common, Giant, Skald, Varisian
SQ bonded senses (At will), emotional power, emotional spellcasting, etheric tether, fused consciousness, lovesick, phantom (Rosina Csiffra, despair), shared consciousness, spiritual bond
Other Gear celestial armor, belt of physical might +6 (Dex, Con), headband of mental superiority +6, robe of eyes, 33,600 gp
--------------------
Special Abilities
--------------------
All-Around Vision You can see in all directions and cannot be flanked.
Bonded Manifestation (37 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Bonded Senses (At will) (Su) As a standard action, share the senses of your manifested phantom.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Emotional Power Gain a variety of spell like abilities based on Phantom's emotional focus.
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Fused Consciousness (Su) Bonded senses and shared consciousness are constant, can use shared consciousness even when manifest phantom, but ends manifestation.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Greater Spiritual Interference (Ex) Allies can benefit from Spiritual Interference, at half the normal bonus.
Grief-Filled +2 trait bonus to save vs. emotion spells and effects.
Inured to Death +2 to save vs. death effects.
Lovesick (Phantom) If you are away from your love at the beginning of a day, -2 initiative and perception
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Phantom Recall (3/day) (Su) Dimension door your phantom to your side or into your consciousness.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Robe of eyes Can see invisible or ethereal objects, can't avert from gaze, and can be blinded by daylight, light or continual flame spell.
Scarring Spell When crea fails sv, take -2 vs. your emotion and fear eff, -1 for others, for 24 hrs.
Shared Consciousness (1/day) (Su) Gain skill focuses and +8 vs. mind-affecting when not manifesting a phantom.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Crushing Despair) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spiritual Bond (Su) Damage that would reduce you below 0 hp is transferred to your phantom.

--------------------

Rosina Csiffra
Female phantom (Pathfinder RPG Occult Adventures)
N Medium outsider (phantom)
Init +6; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 32, touch 16, flat-footed 26 (+6 Dex, +16 natural)
hp 156 (13d10+26)
Fort +9, Ref +10, Will +8 (+4 morale bonus vs. enchantment spells and effects)
DR 15/magic, 15/slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +15 (3d8+1)
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 13, Int 7, Wis 10, Cha 22
Base Atk +13; CMB +14; CMD 30
Feats Combat Reflexes, Dazzling Display, Disheartening Display[ACG], Improved Natural Attack (slam), Shatter Defenses, Toughness, Weapon Focus (slam)
Skills Bluff +16, Fly +22, Intimidate +22, Perception +16, Sense Motive +9, Sleight of Hand +22, Stealth +22
Languages Common
SQ despairing shout, devotion, ectoplasmic phase lurch, magic attacks, miserable strike, power from despair
--------------------
Special Abilities
--------------------
Aligned Attacks (Su) Slams count as magic and alignment for overcoming DR.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (15/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Slam) Intimidate check to demoralize can affect those within 30' who see you.
Despairing Shout (3/day, DC 22) (Su) As a standard action, mimic crushing despair effect
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Disheartening Display (Slam) Increase the fear of Dazzling Display by one step.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Miserable Strike (Su) Slam causes foe to take -2 to att and dam for 1 rd (Will neg).
Power from Despair (Su) +2 to att and dam vs. foe affected by fear or despair condition.

Still working on gear. It's giving me a headache -__-

I'm glad you liked the backstory, though; I was worried it might be too morbid, or hit on some triggers, but... I'm happy with it.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Hi guys! Thanks for inviting me to the game.

Just a note: I'll be donating bone marrow this week, and might be a little awol as they fly me around the country and do things to my bones. (Or I'll be extra active if I get bored enough, we'll see)


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1
Asselus Screamingtrees wrote:

pretty good since her and her mother live with him *nods*

Is most of Toska accurate? Like half bug bear and all?

Pretty much none of it, it was from another version of her that I had submitted to a Jade Regent game.

I wish I had deleted it after I didn't get in.


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

worth a shot :)


The Man. The Myth. The Mask!
gyrfalcon wrote:

El Ronza, nice backstory! And yeah, writing the stories of an accomplished hero is a whole different set of muscles for me. I ended up happy with what I wrote for Oliveo, but it took a series of revisions and didn't really work until I took on a very different style from the way I usually write them. At any rate Johnne and Rosina seem like interesting characters to explore. Do you have crunch to read for them yet?

Also, a Q that I think might have been missed in Recruitment:

gyrfalcon wrote:
Choon, I was wondering if you're allowing the Signature Skill feat from unchained to allow Skill Unlocks. If so, I'm toying with rejiggering my build a bit to get Dazzling Display + Signature Skill in Intimidate as another debuff option (having demoralized foes who fail a Will save cower for a round and then be frightened). The build doesn't need it...just considering it as another fun option.

I think ElRonza well be providing plenty of debuff. If you get in on the action I may not get to play. :)


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Hmm. All the fear stuff going around would make our job easier - I mean chasing down fleeing foes is much easier then those whom fight back :P


The Man. The Myth. The Mask!

And I'd rather not type "Horrific and powerful monstrisity that all the world fears #56 turns and flees before you.." over and over. :P


AC 32 (T 17, F 28) CMD 25 | F+14 R+18 W+21 (+4 v bardic, sonic, language-dep; reroll failed will each round when holding banner) | immune: gas+vapor | Init+14 | Per+30 darkvision 120 ft, blindsense 60 ft, low light 4x, normal light 2x
skills:
Acro/Fly +34, Bluff/Diplo/Intim/SenseMotive +40, Know (arcana) +34, (dungeon, planes, religion) +33, (local, nature) +26, (history, nobility) +19, (engineer, geo) +17, Spellcraft +25, Stealth +29, UMD +30

Hehehehehe. Indeed. After reading ElRonza's crunch the decision is easy: no need for me to branch into Dazzling Display when it's already a (very thematic) part of her build.

BTW, Choon + party, how do you feel about Flagbearer + Banner of the Ancient Kings? I haven't played with it before and am torn. I put it into Oliveo's build in part because I haven't seen it in action...but it's one of the things that could be traded in a different direction. Thoughts? Experiences?

EDIT: more generally, I haven't played in a party with a high level Bard before. I have a feeling that Oliveo will be fun to play and good to have around, but any sort of suggestions are welcome. I like learning from others' experience!

EDIT 2: Looking over my gear, I've bought some partially charged wands (assuming that I've used some of the charges already, or found them that way). Choon, if you prefer no partial charged wands let me know.

...Which makes me think of group/shared gear. I put the following on my list, but it's a bit of a placeholder:

wand of haste (25)
wand of restoration, lesser (50)
wand of CLW (50)
wand of endure elements (25) # Does anyone not expect to need this every day? I'm just assuming that if we go to Irrisen anyone without some special immunities (or their own spell to cast) will need a daily dose of endure elements.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Flagbearer is awesome at lower levels; at this point it's a little fluffier. If you're using an appropriate spear, sure, why not on the banner—but Flagbearer doesn't stack with Heroism/Good Hope/Inspire Courage, so pick which one you want to use.

Also, Frightening Tune is amazing. I'm currently DMPCing a level 16 Dirge Bard/Soundstriker (my party's rescuing him from an aboleth prison) and MAN does that guy clean up after himself.


The Man. The Myth. The Mask!

I prefer no partially charged wands. You make an excellent point for them, but I've already said no upthread.


@Useful for party stuff:

In my backpack wrote:
Scroll of Communal Protection From Energy x3 (CL 11), Scroll of Water Breathing x2, Wand of Endure Elements (50 charges), Pouch with Diamond Dust [2000gp], Scroll of Raise Dead, Scroll of Mass Planar Adaptation, Scrolls of True Seeing x2

So some anti energy protection, some 'oh s!+* this place sucks' stuff in Planar Adaptation and Water Breathing, diamond dust for Restoration spells as well as a Raise scroll. Some emergency anti invisibility/illusion too.

In my 'spellbook' wrote:
Cure X WoundsB, Liberating Command, Unbreakable Heart, Accept Affliction, Dispel Magic, Helping HandB, Magic Circle against Evil, Air Walk, Death Ward, Restoration, Breath of Life, Break Enchantment, Cleanse, Silence, See Invisible

So hit point healing, anti fear & stagger tech, anti debuff in Dispel Magic (not that great though since it is capped), all purpose clears in Accept Affliction + Cleanse, anti evil circle, getting up and reaching enemies magic, proactive anti negative energy, restoration, Breath of Life (note: Does not have Raise/Resurrection so die close :P), break enchantment for breaking enchantment, anti speaking and some anti invisible.

As noted, it covers a lot but not all. Frequent negative levels and/or dying is going to be a hassle, as well as stronger magic debuffs that isn't targeted by Cleanse.

edit: Fixed formating


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

And I can cast just about every Conjuration/Evocation spell at will; they just deal less damage.

Will need to figure out what to do with Contingency, if anyone has ideas.


The Man. The Myth. The Mask!

If you're ready to go, please dot gameplay with your alias. :)


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting
GM Choon wrote:
If you're ready to go, please dot gameplay with your alias. :)

I think everyone but El Ronza already did?


The Man. The Myth. The Mask!

No. TheNine did. I mean everybody, just to make sure I use the right names and to make sure everyone's here.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Oh, the rest of us did stealth dots.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

You can check the 'Player' tab to see the dots (or more specifically; whom has dotted) Choon : )


The Man. The Myth. The Mask!

Phffff. Who ever clicks the player tab, come on!

Expect to kick this off tomorrow evening. :)


AC 24, T 15, FF 24; hp 238/238; F +20, R +14, W +18 (+2 vs death effects, +8 vs mind-affecting, +2 vs emotion); CMD 26; Init +9; Perc +31, darkvision 120ft, all-around vision
Spells:
1st-level 8/8; 2nd-level 7/7; 3rd-level 7/7; 4th-level 6/6; 5th-level 6/6; 6th-level 3/3

Dotted with both shiny new aliases.


HP: 142/165 AC:32 FF:29 T:17 F:16 R:18 W:20 Init:+4 Percep:+28

doot


AC 32 (T 17, F 28) CMD 25 | F+14 R+18 W+21 (+4 v bardic, sonic, language-dep; reroll failed will each round when holding banner) | immune: gas+vapor | Init+14 | Per+30 darkvision 120 ft, blindsense 60 ft, low light 4x, normal light 2x
skills:
Acro/Fly +34, Bluff/Diplo/Intim/SenseMotive +40, Know (arcana) +34, (dungeon, planes, religion) +33, (local, nature) +26, (history, nobility) +19, (engineer, geo) +17, Spellcraft +25, Stealth +29, UMD +30

Oliveo is 100% done, including the final couple spells I'd left at TBD. The only tweaks I would make now are last minute group purchases which might make sense to do after we begin gameplay anyway. Speaking of which:

* I took off my wand of haste for now since I didn't have the cash to pay for all 50 charges...but if someone wants to go in for half of it (or a few folks for a third or quarter or fifth). Full price for one is 11,250 GP. I'll happily pay for up to half of it. If we *don't* get it I still know Haste and Rosaline knows it too...but it's so useful I think it might be worth having the wand.

* Lessah, thanks for sharing the group stuff you've bought. One wand of endure elements is likely enough so I'll drop mine. I may switch it for a second wand of CLW unless anyone else has one?

* Happy to pick up some scrolls too. I just provisionally added the following to my gear list:
scroll of invisibility purge x3
scroll of neutralize poison x5
scroll of remove disease x5
scroll of protection fr evil, communal x12 (which all together adds up to under 7000 GP (and so currently eats up the money I'd set aside for half a wand of haste...though honestly having these might be better)

* BTW, here's my full gear list.


Charlotte/Thunderbeard has Haste, not I/Rosaline. But I assume you meant that : )

@Wand of Haste - While I feel that the spell is a staple and really nice to have around, I'm not sure how important it is to have it on a wand. I mean plenty of uses are nice and all, but we don't really have anyone that can utilize it that couldn't simply cast the spell out if their third level slot. Unless there is a familiar or something somewhere that I missed : ) ?

(Oh spherecasting, you tempt again with your fun little conjuration companion!)

@Cure Light Wounds - It's always handy. Rosa probably won't use ALL her low level slots any given day, so she has some healing to offer as well : )

Sadly Shadow Conjuration specifies Summon or Creation, so we can't have nice little shadow Heals :P


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Wand-cast Haste only lasts 5 rounds, and requires a full round to use (move to draw, standard to cast). Charlotte's Haste lasts 17 rounds, and requires either a standard or swift action to cast, depending on metamagic rods. I'd say the wand isn't nearly as useful at this round.

Shadow Conjuration is sorc/wiz spells only, which is why there's no healing there.

* * *

Also, I'm donating bone marrow tomorrow—I might be out for a bit over the next few days, just FYI.


@Shadow Conjuration - True, it has that limit too : )

@Tomorrow - Good luck !


AC 32 (T 17, F 28) CMD 25 | F+14 R+18 W+21 (+4 v bardic, sonic, language-dep; reroll failed will each round when holding banner) | immune: gas+vapor | Init+14 | Per+30 darkvision 120 ft, blindsense 60 ft, low light 4x, normal light 2x
skills:
Acro/Fly +34, Bluff/Diplo/Intim/SenseMotive +40, Know (arcana) +34, (dungeon, planes, religion) +33, (local, nature) +26, (history, nobility) +19, (engineer, geo) +17, Spellcraft +25, Stealth +29, UMD +30

OK, I'm happy to stick with what I have for now then.

BTW, thanks for the correction. I misremembered whose list it was on.

As for familiars, I have one (via Eldritch Heritage) but it's a mongoose so no opposable thumbs and no ability to speak command words.

Toska, do you have crunch or backstory that's in a state ready for others to check out yet? I know you said to Asselus that the text in your profile is old/inaccurate.

Oh! And I'm excited that Gameplay is underway!


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Yep... it's great for summons, though (if you can get a high enough save), because it reduces them to a standard action.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

@Background skills - I hadn't distributed them so I did so now.

There was some skills I already had in this category, so I actually put 4 more points in Use Magic Device (always handy!).

Then I beefed up both Know: Geography & History a little bit, as well as some points into Know: Nobility to simulate a sorta basic education (buuut probably not enough to know about most level appropriate monsters).

Finally I decided to try out the Lore skill. My first idea was simply to take Lore:Worldwound, but that felt not super helpful (and if it was helpful - to identify demons and stuff - it might be a bit out of scope for a simple lore skill).

Instead I went with Lore: Demonic Pawns. That way Rosa can help identifying the more common Demons - the one she ought to have faced multiple times - but still let Choon keep us on our toes around bosses (until Oliveo takes a crack at the roll at least : P).

@Choon - But I am not sure if that Lore is focused enough, so I'd thought I'd ask for your input. Hence this :P


The Man. The Myth. The Mask!

I can see that. May not be super useful, but it fits.


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

like the others i have a few last moment potions to pick up, seeing what we have covered! I look forward to kicking this off, havent played in a high level game in such a long time >.<

adding 1 each of; remove curse,waterbreathing,remove disease,gaseous form,fly, cure serious wounds. to my consumables.


AC 24, T 15, FF 24; hp 238/238; F +20, R +14, W +18 (+2 vs death effects, +8 vs mind-affecting, +2 vs emotion); CMD 26; Init +9; Perc +31, darkvision 120ft, all-around vision
Spells:
1st-level 8/8; 2nd-level 7/7; 3rd-level 7/7; 4th-level 6/6; 5th-level 6/6; 6th-level 3/3

I'm struggling with consumables. I had to get a friend to help me pick even the major magic items; I freeze up when I have to choose gear (or builds, at times...) So if anyone wants me to buy anything, say so. I've got 33000 gp to splash around >.>

And once combat gets underway, Johnne will pretty much be casting, trying to squeeze as much out of his spell slots as possible. Rosina will be delivering touch spells for him, dragging enemies' saves down with her aura, and occasionally attacking.

And by the way... it's not all fear. There's plenty of despair stuff as well :P


AC 32 (T 17, F 28) CMD 25 | F+14 R+18 W+21 (+4 v bardic, sonic, language-dep; reroll failed will each round when holding banner) | immune: gas+vapor | Init+14 | Per+30 darkvision 120 ft, blindsense 60 ft, low light 4x, normal light 2x
skills:
Acro/Fly +34, Bluff/Diplo/Intim/SenseMotive +40, Know (arcana) +34, (dungeon, planes, religion) +33, (local, nature) +26, (history, nobility) +19, (engineer, geo) +17, Spellcraft +25, Stealth +29, UMD +30

just FYI, remove curse is one of my spells. It's possible we get hit by a ton of curses (what with all those witches) but I'm hoping I could cover that for the most part.

Johnne, I'm not super used to high level play either but I'm happy to take a look. Where is your latest gear and crunch listed? I don't see them in your profile yet.

(Speaking of which, Toska, are your crunch and backstory done? I'd love to get to read it all whenever it's ready.)


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

Oh good on the remove curse spell, glad to hear it :) I will probably keep one of the potions regardless, consider it a adventuring troubleshooting kit just in case. But yes, I was thinking with all the witches it might come in handy.


AC 24, T 15, FF 24; hp 238/238; F +20, R +14, W +18 (+2 vs death effects, +8 vs mind-affecting, +2 vs emotion); CMD 26; Init +9; Perc +31, darkvision 120ft, all-around vision
Spells:
1st-level 8/8; 2nd-level 7/7; 3rd-level 7/7; 4th-level 6/6; 5th-level 6/6; 6th-level 3/3

I'm a scatterbrain who forgot. Should be there now.


AC 32 (T 17, F 28) CMD 25 | F+14 R+18 W+21 (+4 v bardic, sonic, language-dep; reroll failed will each round when holding banner) | immune: gas+vapor | Init+14 | Per+30 darkvision 120 ft, blindsense 60 ft, low light 4x, normal light 2x
skills:
Acro/Fly +34, Bluff/Diplo/Intim/SenseMotive +40, Know (arcana) +34, (dungeon, planes, religion) +33, (local, nature) +26, (history, nobility) +19, (engineer, geo) +17, Spellcraft +25, Stealth +29, UMD +30

Cool, I see it now. My thoughts:

- It doesn't look like you have anything that adds a resistance bonus to your saves. Do you have another way you're planning to do that (e.g. some spell)? If not, I think a cloak of resistance is a great buy. You can afford a +5 one for 25K or (if you want cash for other things) a +4 one for 16K.

- for another 1,500 on top of that, you can add muleback chords into the cloak to give you an effective 16 STR for carrying capacity, which is a cheap way to make sure your 8 STR spiritualist doesn't get encumbered.

- for 4.5K you could pick up a Circlet of Persuasion, adding +3 to all your CHA skills.

- for 3K you could get a lesser metamagic rod of extend spell (or some other +1 metamagic)

- for 35K you could get a lesser metamagic rod of quicken spell

- I'm not sure why runestones of power cost 2x as much as pearls of power, but they still could be worth it to keep you casting longer into the day, especially if you have 1st (or second) level spells you'd like to cast a bunch.


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

I would add to Oliveo's list except... well he has it pretty well covered. If you really plan on being super castery those rods would be what I lean to, but you cant really go wrong i think with any of them.

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