GM Choon presents The Witchwar Legacy (Inactive)

Game Master Choon


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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:

@Fire - Nice to hear that you are safe (and taking actions to remain so!)

@Party - Thanks to Greater Bull Rush, the Ogre and Giant will provoke AoO's as they fly past Asselus and Toska. Feel free to enjoy your free smack : )


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!


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 the dancing shield wasn't as smooth as I've would have imagined (2h -> 1h damage shrinks alot!). But it will probably feel alot better if Rosa were to take a round to cast a spell (as the Move to Animate would blend in nicely with the Standard Action)!

Just evaluating my options : )


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:

While browsing the latest additions to our nice little campaign, I couldn't help but notice something -

Spooky Ghost wrote:
Such a shame haste doesn't give extra attacks with natural weapons. =(

Which seemed a bit off! And just not because it was inside a spoiler called 'dice'. Those are okay to poke around in, I hope?^^ Anyway ... So I thought I'd double check -

Haste, even better then previously thought wrote:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon

Enjoy : )


Female Phantom AC 30, T 30, FF 24; hp 107/156; F +9, R +10, W +8 (+4 vs. enchantments); CMD 43; Init +6; Perc +16; aura of despair; incorporeal (no damage from nonmagical weapons; 1/2 damage from magical weapons; full damage from ghost touch)

Sweeeeeeeeet. I completely missed it. :D


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

Asselus, I've gotten myself into flank position for ya next round. Feel free to holler to Oliveo for it (and incorporate it in your posts, when it seems feasible). For much of what he does, he just needs to be near the action...and he carries a longspear so does threaten at 10'...even if his damage with it is a whopping 1d8-1.

Everyone, at some point I need to stop this performance, at which point these jokers will be able to see/hear again. Before I do so, we should kill as many of them as we can. It's not a *huge* rush (I have 37 rounds / day remaining) but since this smells like a marathon dungeon where we may not get many chances to rest I don't want to keep it going longer than need be. Once the odds are more evened, I might drop it (or switch it to Inspire Courage, which will give y'all +6 competence to hit/damage...and which I'll be able to get three rounds of for one use due to Lingering Performance).


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

Charlotte could start dazing 'em, if it's easier? Since she's just a spectator right 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

Do you mean the Daze spell? If so, do you have a way to get around the 4 HD restriction?

I'd say there's little point in burning depletable resources here (other than my performance rounds, which I still have a 37 of) besides the Haste you already contributed.

Choon, how many blind/deaf giants & ogres are left, once we finish off the remaining ones who made their saves?


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

I mean Dazing Tenebrous Shadow Evocations. Like Daze, except it hits a huge area and lasts for a bunch of rounds and has no HD limit and a pretty high save.


The Man. The Myth. The Mask!

Bunches. I intend to hand-wave it. Update later tonight or tomorrow. I've had a crazy few days and am exhausted.


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

If they're bunched up, I can target some. Hmm.


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

Sounds pretty handy! Lets see how things go though since it may make more sense for me to burn a few more rounds of performance.

I'm looking forward to seeing (and learning from) all the tricks Charlotte has up her sleeves though.


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

Well, I might drop a confusion or two and watch the chaos :D

-Posted with Wayfinder


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

Just when I was starting to really recover from my recent breakup, my beautiful spaniel Ruby-Charles died this morning. She was my first real pet, and she's left some big fuzzy boots to fill. Posting may be a bit hit-and-miss while I try to heal. Sorry to do this so soon into the game, but sometimes the d20 of life falls on a 1.

-Posted with Wayfinder


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

Dang, dude. Suum cuique. My recent breakup is the reason I joined another four games...


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

:(

*offers hugs*


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 am very sorry for your loss, I wont lie, I sometimes feel the loss of a valued pet sometimes over shadows the loss of a few of my last girlfriends. Much hugs and condolences.


Oy, I'm very sorry for your loss! I hope you take whatever time you need for yourself. I'll enjoy your excellent writing and role play when you're able.


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

Wait, totally missed that. Dang, dude, sorry about the pet.


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:

+1 - My condolences : (


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

She had a good life, in retrospect. Nine years of cuddles and bacon rind. Nine years of good company. She was an inside-outside dog for two years, and an outside dog for seven. She had the run of the backyard, first choice of food bowls, and was the self-appointed overlord of our other three dogs. She never wanted for belly scratches, and never expected anything in return for her affection. It's a shame she never got to move out with me and be an inside dog again, with her own spot on the couch, but... life has other plans.


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

Ouch!

A couple Qs:
Oliveo's Necklace of Adaptation says "The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum."

Does that protect from (some or all of) the damage from the steam?

A familiar satchel gives a familiar total cover. Does that reduce some/all for Petal (my loveable mongoose familiar)?


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:

I have my own question too - the light filtering down trough the ice must be sunlight, right : )?

Edit: Oh Sun Stride apparently only works in bright light too. I'm guessing that isn't the case? (And even if Rosaline had Daylight going, the steam would probably block enough so it wouldn't reach the stairs anyhow ...)


The Man. The Myth. The Mask!

Hmm. That's a good corner case. You get lucky. Be damage, but your vision is still impared.
Your satchel mostly protects your familiar, but it did have holes. Halve whatever damage she takes. (She could be peeking out and get a face full of steam, after all)

Rosina will also take half of whatever damage she ends up with due to her incorporeal nature.


The Man. The Myth. The Mask!
Rosaline, Exalt of Radiance wrote:
I have my own question too - the light filtering down trough the ice must be sunlight, right : )?

Barely. Yes.


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:
GM Choon wrote:
Rosaline, Exalt of Radiance wrote:
I have my own question too - the light filtering down trough the ice must be sunlight, right : )?
Barely. Yes.

I think I managed to ninja edit my post there, not sure if you noticed or not. But the ability had a pesky secondary condition too :P


The Man. The Myth. The Mask!

Not sure what you're referring to.


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
Rosaline, Exalt of Radiance wrote:
Edit: Oh Sun Stride apparently only works in bright light too. I'm guessing that isn't the case? (And even if Rosaline had Daylight going, the steam would probably block enough so it wouldn't reach the stairs anyhow ...)


The Man. The Myth. The Mask!

Ya, you're not going to get bright light right now. Sorry.


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:

Lets see!

Idea: I'll just use Planar Adaptation since the spell can protect against high temperatures, lack of air and stuff!

Flaw: Planar Adaptation can only be cast on another plane (even if it doesn't technically say you have to protect against the plane you are on - I think that is the implication :P).

Idea: True Seeing to see better!

Flaw: True Seeing doesn't see through fog...

Idea: Plane Shift away!

Flaw: Even when travelling to the Ethereal or Shadow plane just next over, the off target radii is 5-500 miles. Not that convenient ... And we would have to go back :P

Idea: Scroll of Communal Resist Energy to avoid taking further damage

Flaw: The damage seems to be both from heat (fire) and acidity. And besides, the scrolls doesn't really like the humid weather (but they should survive the few seconds outside the Handysack it takes to cast the spell).

Idea: Activate Boots of Speed to get out quicker!

Flaw: Hmm. Not actually a bad idea : )


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:

Further ideas:

Cast Zone of Clean Air/Gust of Wind/Fickle Winds/Control Water|Wind to solve the problem.

Flaw: Pfff spells that don't kill demons? Who has those ...? (Well Rosaline does, but not the particular ones that would be helpful right now ^^)


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

Not just...fly?


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

Also: a lot of those are transmutation, but I could shadow evoke River of Wind, if it would help.


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:

I *think* the implication is that we are now inside the "ice cathedral" and that the steam is taking up most of the space.

But if that is not the case, simply flying above is probably the best option :P


The Man. The Myth. The Mask!

You are running for the ice cathedral. It's the only safe place in... An undetermined distance.


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

would a wind wall help at all?

wind wall

Cause i can use my vambrice of the djinni top create one


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

I have blindsense to 60' so I should be able to lead us to the stairs.

Posted.


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

Rosaline's response to the geyser reminded me of this image.


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:

I think that is somewhat accurate yes. It is good that the steam cuts the visibility ... :P


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:

So everyone can add a little bit of HP from Rosaline's spell. Might really really help here :P

And random thought of the day: Being on fire is 1d6 damage. Being in boiling water causes 10d6 fire damage (both per round, if they had been mere 'normal' conditions and not superheated geyser water).

But! My point is, how the hell does anyone manage to cook any food in Golarion without instantly reducing it to ash?


The Man. The Myth. The Mask!

Prestidigitation


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.

Even on the food front, it seems as if martial get the short end of the stick. I'll remember to bring that up next time that debate hits the forums :P


The Man. The Myth. The Mask!

Well, food never really touches the flame either


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:

Exactly. Being boiled is 10 worse then actually being on fire!

If we put food in the fire, it isn't usually very nice (barring some dishes but they usually involve tinfoil or something). Now in pathfinder, simply boiling it is 10 times as destructive :P


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

Blinded characters must make a DC 10 Acrobatics check to move at more than half speed. Would that still apply to Rosina, or would she have to make a Fly check instead?


The Man. The Myth. The Mask!

Either way is good by me. Whichever you prefer.


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:

As soon as Rosaline gets a chance to act again, she'll fire off a Cleanse spell to restore 4d8+17 to herself and try to remove the pesky ice.

(Cleanse not only heals but act as a Break Enchantment)


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:

@Baba Yaga's fault - Honestly, this being a pre-written high level module, I think the writers put in checks to make us poor pc's actually play the dungeon instead of skipping it.

So Rosina probably fell victim to the 'We cast Ethereal Jaunt and skip 90% of the obstacles' countermeasures.

Which means, there are probably plenty of other safeguards in place against the most common tricks.

So we ought to be careful if we were to try teleportation, scrying, ice shape ect ect as there might be contingencies (Teleportation Trap, False Vision...).

Now that I think about it, they dangerous and hidden geysers are probably meant as a deterrent for people trying to dig ...

Thoughts =)?


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

It certainly seems that way. I mean, I'm not surprised that there was such a contingency in a high-level module, and I'm not saying it's unfair (we are 17th level, after all). I'm just an unrepentant whinger.

I think you're right in that we'll have to be extra careful.


The Man. The Myth. The Mask!

*cackles behind steepled fingers*

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