GM Endless Forms' Shattered Star (Inactive)

Game Master Mike Tuholski

The Dead Heart of Xin (Book 6).

Combat Maps | LOOT!

Varisia | Magnimar | Magnimar after Reforging


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Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Yeah, I can do that.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

I'm not 100% sure, but I'll see what I can do for tomorrow night.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

My computer is being flaky, so I may be a few minutes late.

-Posted with Wayfinder


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

I forgot!

Piledriver, Trip: 1d20 + 17 ⇒ (16) + 17 = 33
Bleeding Critical on its turn: 2d6 ⇒ (2, 5) = 7

And +3 to damage for Overhand Chop. I need to make a cheat sheet, I swear.


The Flaxseed Pathfinder Lodge

Sorry to have missed you guys!

long story:
Our lab was supposed to go down to Florida next weekend to harvest our winter field down there. Then our lab manager got a collapsed lung yesterday and had to have an operation today. So now he can't go with but we can't finish it in time without him. So we were faced with two options: spend a lot more money changing our flights and extending hotel rooms, or get someone to replace him.

Getting someone to replace him turned out harder than we though. Becca was available and willing but she would have to be put on university payroll to get the flight reimbursed and we found out that that was too tricky (what with background checks, etc). So we needed someone already on university payroll. Our undergrads have class so they can't go and we couldn't find anyone else from another lab willing to step in, even if we paid them as an hourly worker.

So we'll probably end up just spending a buttload of money changing flights around so our postdoc and dissertator who doesn't have classes can go down a few days early to make up for the loss. Yeah, it was a mess. We got nothing done today except try to deal with that situation.

At least I get a room to myself now, cause I was supposed to room with the lab manager, heh. And I was really not looking forward to rooming with him. He's a tool.

Anyways, I had the times right in my head yesterday when it was decided but after dealing with all that today I got them mixed up and thought the agreement was 8 central. Didn't realize until it was too late that I had the time mixed up.

tl;dr: Frustrating day at work led me to mixing the times up and I got on too late.

Another time though! My Carrion Crown group is getting together on Thursday night (and that might become a weekly or bi-weekly thing) but I'm free every other night next week.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Other than tonight and Friday night this week should work, next week outside of Wednesday is also good.


The Flaxseed Pathfinder Lodge

Wednesdays are my terrible 12 hour days. Friday night might work.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

I can't do this Friday night, we are doing our 4e podcast that night.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Sadly, I'm running my bi-weekly 5e game on Friday.


The Flaxseed Pathfinder Lodge

Ah. Well I can't do next Friday anyways. Leaving for Florida with the lab.

So it looks like our options are next Monday or Tuesday.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Either of those should work for me.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

I'll have to check.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

I can do Monday at 8pm or Tuesday at 7pm.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Not that this will be applicable until we get back to something like civilization, but can Bert get someone to use polymorph any object to shrink that rapier he's carting around? As I read the spell, a change like that should be permanent.


The Flaxseed Pathfinder Lodge
Edrebertil "Bert" Blackwillow wrote:
Not that this will be applicable until we get back to something like civilization, but can Bert get someone to use polymorph any object to shrink that rapier he's carting around? As I read the spell, a change like that should be permanent.

That should work.

---

So did we decide if Monday or Tuesday this night would work for everyone? If not, it's not big deal.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Either Monday at 8 or Tuesday at 7. I can do either.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Tuesday would be better for me; work has a delayed start tomorrow, so I'll probably be there late.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

I'll check. Should be able to make it.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

OK, I'll pencil in Tuesday then.


The Flaxseed Pathfinder Lodge

Ok, we'll try for Tuesday. 7 pm Central/ 8 pm Eastern?

I'll put it in my calender this time!


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Sounds good!


The Flaxseed Pathfinder Lodge

Ok, I'll be on in a few hours and we'll see if we can knock a couple rooms out tonight!


The Flaxseed Pathfinder Lodge

Hey! Cool! Glad everyone, especially myself, was able to make it tonight and we got quite a bit done in one sitting! We'll have to do that again sometime in the near future. We've got one more level after finishing the current one and we're going through this book at a good pace so I expect we'll be finished before we know it.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Generally Monday, Tuesday and Thursdays work for me and I can sometimes find a spot of time on weekends. Just let me know!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Likewise here, except weekends are generally kind of hit or miss for me.


The Flaxseed Pathfinder Lodge

So in the SS game that I'm playing we just got to the clockwork servant but haven't found the key yet. Remember that little guy? Man, I miss him. Poor little pet robot....


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

This probably won't help with all the saves, but do the mummies leave their sarcophagi as a free action, and did they run into the middle room? They've only got 20' moves, and if they start from the marked coffin locations I'm not seeing how they make it as far as they have.


The Flaxseed Pathfinder Lodge

Oh, I missed that they only have 20' movement. I assumed it was 30'. I'll move them back a few feet.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

That, and if the sarcophagi were horizontal standing up from prone is another move action.

ETA: Also, what about the fear? Halflings have a save bonus vs. fear effects, and that'll make the difference between the entire party being paralyzed and only the three highest-damage members of the party being paralyzed :-).


The Flaxseed Pathfinder Lodge

Their aura of despair is a fear effect so your bonus applies.

Good point about the mummy movement. I guess I'm just a cheater GM. So not all of them could have made it within 30' of you to trigger saves against their auras, although you'll have to save against all of them eventually. But it means some of you might have gotten another round of actions in before they all closed in. I'll get it sorted out later, I have to run to class.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

NP; just taken a little aback when we go from zero (OK, four three; thanks, Argust) to mobbed in a round, and staring down the barrel of a potential TPK. Though maybe it'll be the reverse of the demon fight--instead of Bert dying and the rest of you recovering him, Bert will survive and get the rest of you back! Hey, he's got an undead bane sword that he never uses...and snapdragon fireworks do fire damage, right?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Here's why I don't think that the durations add. In the PRD, the section on Conditions states:

PRD wrote:
If more than one condition affects a character, apply them all. If effects can't combine, apply the most severe effect.

Example: On Turn 1 you are menaced by a mummy and paralyzed with fear for the next four rounds (including this one).

On Turn 2, nothing much happens; the mummy massacres a minion, maybe. You're paralyzed with fear for the next three rounds (including this one).

On Turn 3, the mummy's mate meanders malevolently by. Not being as menacing as the first mummy, it only paralyzes you with fear for one round. That paralysis is a condition, just like the first one, so it is applied immediately. However, you can't be doubly paralyzed--their effects cannot combine--so you apply the most severe effect. In this case, they have equal effects. So on Turn 3, you're taking both effects on paper, but you're just paralyzed for the next two rounds (including this one).

On Turn 4, absent multiple mummies moving en masse, the paralysis from the mummy's mate finishes and you're left paralyzed from the initial mummy menace for the rest of this round.

Make sense?


The Flaxseed Pathfinder Lodge

That's how I interpret it, yes. The first one was the most severe so really all those others mobbing in didn't actually extend the paralysis at all.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Here's the relevant quote from the PRD (emphasis mine):

PRD wrote:
Horrific Appearance (Su) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. The exact effects caused by a qlippoth's horrific appearance vary by the type of qlippoth. A successful Will save (DC 10 + 1/2 the qlippoth's Hit Dice + the qlippoth's Charisma modifier) reduces or negates the effect. This ability is a mind-affecting gaze attack.

*No* conditions are listed as mind-affecting, either, and I don't think you can reasonably argue that, e.g., being dazed isn't. While I grant that it'd be kind of cool if qlippoth's horrific appearance affected plants, I don't think that's reasonable under RAW.

(Also, I just noticed that it's a standard action to invoke their appearance.)


The Flaxseed Pathfinder Lodge

Ah, it didn't have the full description on the page for the gongorinans I guess.

Gongorinan wrote:
Horrific Appearance (Su) Creatures that succumb to a gongorinan’s horrific appearance become confused for 1d4 rounds.

For the gongorinans it is listed as an aura though (rather than a gaze attack) and usually auras take no more than a free action to activate. So I think you are right about it being mind-affecting but I'm going to say that (barring any other descriptions in their statblock), it is an aura that activates as a free action rather than a standard-action gaze attack.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

What?! An inconsistency in the rules? Unpossible!

Having had to deal with incorporeal creatures before, this doesn't really surprise me. I'm good with treating their appearance as an aura, and since Bert was the only one who lost anything the mind-affecting thing doesn't make a real difference in the fight.


The Flaxseed Pathfinder Lodge

Since we should be wrapping up book 4 some time this week, I'll go ahead and give you guys your chronicles:

Here's the chronicle!

Let me know the PFS # of the character you are applying it to so I can report it. Thanks!


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

How does this work again? I need an 11-13th level PFS character to apply it to? Or the character it is applied to cannot claim it till 11th-13th level?


The Flaxseed Pathfinder Lodge

Pretty much, yep. If you have a character level 11-13 you can apply the chronicle immediately. Otherwise just report it on a lower-level PC and when that PC reaches level 11 you apply this sheet.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

#9783-8 please.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Hmm, can't use Faldoc or he'll skim over Eyes of the Ten. Guess it's Bizzle!

79644-1


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

67750-2

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

65114-4

Flinders


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert will take his level in archaeologist.

+1 BAB
+1 to all saves
+5 HP base, +3 for CON and +1 for shard = +9 HP
Advanced Talent: Improved Evasion

I'm still thinking about what 4th level spell to pick up, what feat to get, and what to do with the last few skill ranks.

ETA: Any problem with delaying feat selection until next level? Alternatively, how much would retraining cost in PP?


The Flaxseed Pathfinder Lodge

Retraining would cost the same in PP as in regular PFS (ie equal to the number of days to retrain, iirc).

If it helps you pick out spells and/or feats, take a look at my PFS archaeologist.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Actually, I'm considering another 1-level dip into Swashbuckler Inspired Blade when I hit L14, then retraining my L13 feat (whatever it is) to Fencing Grace and taking Piranha Strike at L15.


The Flaxseed Pathfinder Lodge

Yeah, that sounds like a good plan. If swashbuckler had existed earlier in Trotter's career I might have dipped in that too. I was actually originally going to go for the Pathfinder Delver prestige class with him but as he leveled he relied more and more on his spells so I decided to stick with bard and make him a utility caster with a backup pistol.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Hmm, now to level the poor dwarf. Speaking of poor, how much do we have to spend? I'd really like to align Argust's weapon or something equally useful if I can afford to do it. Suggestions?

I know we'll sell this mental helm thing Argust is wearing.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

It doesn't look like anyone has updated the loot sheet since the end of the last part. If I have some time later today I'll go through and take care of that.

And I just realized that Bert can't take Piranha Strike unless he gets an effortless lace to use on the rapier. Hm. Will have to think about this.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

As far as a feat I think I'll try Staggering Critical.

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