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:

Is it too late to go back and acquire say about 10000gp worth of hirelings and 10' poles :P?


The Man. The Myth. The Mask!

Even that can't help you here! :D


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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:

I think you underestimate how many 10' poles and hirelings one can get. We'll drown the glacier in sticks and frozen bodies!


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

Reminder: 150 gp can buy you 5,000 cats. :D


The Man. The Myth. The Mask!

Uhh... that's how it was MADE. Your sacrifice would probably just make it bigger and meaner. :P

Edit: I can't see cats helping you here. They'd probably take a look at the veil, look at you, then collectively and in unison start licking their nethers.


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

Dammit! A problem that can't be solved with hundreds of sacrificial bodies!


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. Maybe we ought to try thousands instead?

Sooner or later it is going to collapse under its own weight ...


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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

Heros.... heros dont sacrifice cats :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:
Benevolent Overlord wrote:
When you rush to help, you notice three odd shapes on the floor, probably dead creatures buried in layers of ice.

Given the topic we were on earlier, this would be the killbots/unstable explosives/symbols of death/murderous ex-pcs/elaborate dart traps ect ect.

Still, poking them seems fun :P

Ye weak of conviction wrote:
Heros.... heros dont sacrifice cats :P

Technically it isn't really as much sacrifice as 'forcefully ascend to another plane of existence'.

Like kicking someone into a portal, except it always leads to the Boneyard :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

A previous character was looking into the most cost effective means of feeding his spinosaurus animal companion. Turns out: cats.

Carnivore Feed costs 5 cp for 5 lbs...but cats are a bargain at 3 cp / 8 lbs.

That's particularly impressive since the cheapest dog costs 15 gp. Clearly James Jacobs is a dog person.


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

That's cruel yet effective. I APPROVE.


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 figure (assuming Golarion's makers of carnivore feed have any business sense) that carnivore feed is made primarily of cats anyway...so really anytime you feet a meat-eating pet you're probably feeding it cats.

Just sayin'.


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

I'm sorry everyone, I've dragged my feet way too much to be reasonable.

At first I saw posts when I woke up in the middle of the night and thought I'd just respond in the morning, but when I woke up I had forgotten, and then the next night the same thing would repeat.

I haven't even gotten my f%~!ing character sheet done. I'm so sorry.


The Man. The Myth. The Mask!

No worries. :) You are currently encased in ice, so you have a few rounds.


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

On a random note, I will be posting much later today on the unfortunate account of a birthday of mine. :P


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

Happy birthday!


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:
Asselus Screamingtrees wrote:
On a random note, I will be posting much later today on the unfortunate account of a birthday of mine. :P

Ah, don't worry, it happens :P

.

...

Happy birthday! :)


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:
Toska wrote:

I'm sorry everyone, I've dragged my feet way too much to be reasonable.

At first I saw posts when I woke up in the middle of the night and thought I'd just respond in the morning, but when I woke up I had forgotten, and then the next night the same thing would repeat.

I haven't even gotten my f%+%ing character sheet done. I'm so sorry.

No worries here!

Just say if there is anything you want a hand with or anything, maybe we can help : )


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
Rosaline, Exalt of Radiance wrote:
Toska wrote:

I'm sorry everyone, I've dragged my feet way too much to be reasonable.

At first I saw posts when I woke up in the middle of the night and thought I'd just respond in the morning, but when I woke up I had forgotten, and then the next night the same thing would repeat.

I haven't even gotten my f%+%ing character sheet done. I'm so sorry.

No worries here!

Just say if there is anything you want a hand with or anything, maybe we can help : )

Nothing I can think of really, it's all on me. Just need to actually make my character sheet and actually post.


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
Asselus Screamingtrees wrote:
On a random note, I will be posting much later today on the unfortunate account of a birthday of mine. :P

Pfft. REAL men are born tomorrow.


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

That's genius, actually. Buying cats in bulk, turning them into food, and raking in profits. There's a retirement plan! I am a dog person.

Happy birthday!


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

GM! Before I post, a question for you. It's a standard action to return my phantom to my consciousness; would I be able to do that, or does the magical cursed icy stuff prevent that?


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:

Also!

@Ice - If the chipping of ice seems to take time or if there are any signs of the geyser erupting again Rosaline will quickly return to safety.

While not cowardly, she is well aware of that she only has ~30hp left and none of the others seems to be on the clerical side of things ... :P


The Man. The Myth. The Mask!

Is it a teleportation effect?


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 doesn't say, so I assume not.

Phantom wrote:
The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist's consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can't return to the spiritualist's consciousness or manifest again for 24 hours.


The Man. The Myth. The Mask!

Ok, operates as normal then.

What happens if it comes under attack in the ethereal plane?


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

Then I stop being a Spiritualist and start being two-thirds of a sorcerer? In all seriousness, I don't know. What happens when an eidolon comes under attack in whatever plane it came from?


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 guess the question is if it crosses intervening space (incorporally) to reenter your skull, or if it just kind of 'turns off' and is back in your skull. I could see either. If the former though, whatever incorporal-stopping barrier is in effect here would stop you. The latter? Sounds like it'd work to me.


The Man. The Myth. The Mask!

As for the transport effect of calling it back to your mind, I think the latter.


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

Does that mean it works?


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:

The Spiritualist have another ability that moves the phantom 'like dimension door'. So I guess the one that just moves it, without any such mentions, isn't really teleportation just like you said (more of a 'class feature turn off').


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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:

It's like a pokéball really. Better not think too much about how it does it or the implications, just roll with it :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

Yeah, Phantom Recall specifies acting as dimension door, but that's when I do it as a swift or immediate action. The standard action use doesn't specify whether it's a teleportation effect or not, so since it doesn't call it out, I'd rule it isn't.


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:

The Channel Positive Energy thingy had been handy about now. A pity only clerics and real paladins get it :P


The Man. The Myth. The Mask!

Indeed. Nobody gets in here unscathed. I think it's meant add a reminder that you are lvl 17, not invincible. :)


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:

Well there are ways around it and at a much lower level to boot, but those ways aren't what I'd say standard preparation.

Hmm.

Or maybe one could simply have sealed off the geyser with a wall of stone/force. Hmm. Maybe it would have been even better to seal oneself away from the steam and wait it out...

Just some random hindsight thoughts : )


The Man. The Myth. The Mask!

Ya, but who's going to do that without meta-gaming?

And that geyser would eat through those walls in a flash. Then it would explode and... Bad stuff. Because that's how I roll. :)


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:

Wall of Force is the handiest of the walls. That one got a hardness of 30 (and objects take 1/2 damage from energy attacks!) and 20 hp/cl. Even with Choon-rolls that is alot of wall to chew trough :P

But yeah, capping up the geyser is probably not the best of ideas (even if the wall survives, the ground around the geyser might not ...) but one should be safe inside a Wall of Force bubble.

Assuming one knew the geyser would last three rounds of course :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:

OOoooh! A even more hilarious solution - cast a Gate (or any of the Pit spells on a blanket and fold it over) just over the geysers sprout.

That ought to be appreciated on the other end :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

Alright. Time to actually sorcerer properly. Whee!


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:

@Loot - seeing as this is a one-shot and we are quite unlikely to sell the loot, anyone needs anything?

I'm thinking Johnne might want the dagger at least, so he has some options if something nasty decides to swallow him whole up ahead : )


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

Ring's nice, and I figured Rosaline would want the Holy CI longsword :3


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:

Well a Holy weapon is nice to have around - good as a backup. So I could certainly hold on to it for safekeeping :P

But I'm not sure what proficiencies Charlotte and Johnne has, and if they want a bigger melee weapon as a backup anyhow.


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

Simple weapons, plus the scythe, sap, and kukri. Not much going for me there.


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 the +3 Dagger then? Just so you have something against ropes or stomachs :P

@Ice Worms - I think this is one of the other anti-bypass tricks. If we were ruthless CRPG characters we would stay here for a while and farm exp.

But since we are not, and one of the worms are heading towards the geyser, we ought to relocate somewhat quickly I feel! At least away from the soon-to-be Very Very Very Hot Water Exhaust Pipe :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:
Rosaline, Exalt of Radiance wrote:
So the +3 Dagger then? Just so you have something against ropes or stomachs :P

Which, incidentally, might come in handy if I'm reading the cues right : )


The Man. The Myth. The Mask!

This is actually an encounter in an adjacent area that Someone triggered via shadow elemental shenanigans. ;)
I just improvised a bit.


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 see :P

@Sign of Math - it is as follows 17 (cl while raging) + 3 (Circlet of Persuation since it is a Cha based test) + 4 (feat bonuses on Bull Rush) + 6 (Charisma bonus) + 1 (Guidance bonus from Rage Prophet)

Unlike Tremor Blast, which specifies that feats does not apply, Sign of Wrath has no such pesky language. Which is nice ^^

(The roll twice and take better is from the Pauldrons of the Bull)


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:

Oooh but that means we can skip ahead to this adjacent area if we want, which could be nice : )


The Man. The Myth. The Mask!

Well. "Ahead". Things aren't exactly linear in here, as you will see.

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