The entire Jeweled Sages order gathers where they truly began in order to confront their hidden past, purge an ancient evil that has haunted them for ages, and define the future of the Scarab Sages faction.
A preemptive reminder, re: Vladek's objects and Tahonikepsu's breath weapon. Though, I don't remember whether animated objects are still technically "objects".
Quote:
Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.
They switch to construct type upon being animated. They aren't objects anymore and thus take full damage from energy attacks (minus hardness), like a robot if you have ever played in any of those scenarios.
Soooo....do you all think we need to head into the sage jewels "mindscapes" and try to free them, while the battle rages?
Somebody probably needs to. With death ward up though, you should really be the one to handle the ghost. And if you do go that route, I can cast silence on you. Between those two spells, she probably won't have much offense left to hit you with.
Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
Q. ref. mindscapes: is it a free action just to enter, or is it a free action to enter/do stuff/get out? basically, do we have a free attempt each round on top of our characters' battle actions?
@Evad: How are your unarmed strikes not magical? I didn't think there were any archetypes for unchained classes, which means your strikes should be magic, cold iron, silver, and lawful at level 10.
@Theo It is a free action to enter or leave. But time does pass inside.
From your experiences before, from the outside they were in the mindscape about a minute. Those who went in and saw the many visions felt it lasted fifteen to twenty.
From the the rules: While a creature's consciousness is within a mindscape, that creature's body in the real world can take no actions and loses its Dexterity bonus to AC, but it isn't considered helpless, as the unconscious parts of the creature's mind still provide resistance to the creature's destruction. While in an immersive mindscape, the mind gets no information about what the body sees, hears, smells, or touches. Thus, if the body takes damage from an attack in the real world, the mind remains unaware of it.
That's about all I can say until someone jumps in.
Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
@GM Erich: I tried putting the disarmed weapon on the map, but saw you removed it. I was under the impression that a natural 20 on a combat maneuver meant it is successful, same way it works with attack rolls. Apologies if I misunderstood. Please note that due to action reshuffling Theodric's pro vs. evil buff went off in surprise round and the disarming went on in round 1 before spells and breath weapons went off (I believe Ermias was still flat-footed as well, something I did not mention in my post above). Sorry for all the back and forth: I believe initiative order will resume to normal in Round 2+. Thank you for running this incredibly complex scenario!
Rok, I think it's safe to say with a spellcraft of 30, Vladek will be able to pinpoint all the spells cast if he can see them. I would assume he keeps a running commentary for everyone's benefit.
male Wizard 9/Lore 5 | HP 87| AC 15/19; Touch 14; FF 14 | F +12; R +9; W +14 | CMB+6; CMD 21 | Speed 20 ft | Init +1 | Perc +2 | Stealth: +1 Wizard 9/Lore 5
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
GM Erich wrote:
Rok, I think it's safe to say with a spellcraft of 30, Vladek will be able to pinpoint all the spells cast if he can see them. I would assume he keeps a running commentary for everyone's benefit.
Dwarf Menhir Savant / Tetori 10 | AC33 T18 F26; DR 5/evil; Resist Acid, Cold, Electricity, and Negative 10 | HP 64/97 | CMD:34 (42 grapple) | F:+16 R:+12 W:+15; SR 15| Init:+4 | Perception: +7; Darkvision 60ft., Scent | Heat Shimmer 0/6, Ki 0/6, Place Magic 4/6, Spells: 2nd-2/4 1st-4/5, Stunning Fist 7/7, Wild Shape 2/4 | Active Effects: Bark Skin, Cloak of Shade, Delay Poison, Mage Armor, Planer Wild Shape, Shield, Bless, Fatigued
I hope that mindscape is going well!
As much as I want to grapple a dragon (on my player bucket list), I'm guesses the div might be a bigger threat. At least until the dragon is ready to breath electricity again.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
Rok - Celestial Dire Tiger wrote:
@Vladek; Check out the special combat rules for the sages. They auto-pass saving throws...
Does that still apply once one has done a heel-turn?
If so, then yes, I'll need to reconsider my action - but let's give the DM a window to verify.
@Vladek, yes, not that you'd know that really, but I am ok with redoing your action
@Rok I can calculate CMBs from the info given if needed.
@Evad, Theo It was trying for something a bit higher
Some people don't like all the generalizations made for the sages to expedite play, but I don't think you'd really want to actually be fighting a fully fleshed out lich psychic and time dragon!
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
GM Erich wrote:
Some people don't like all the generalizations made for the sages to expedite play, but I don't think you'd really want to actually be fighting a fully fleshed out lich psychic and time dragon!
I'm sure you're right about that, but anything that automatically makes all its saving throws is serious trouble in its own right - especially if you're a Witch!
I hope their being perpetually staggered precludes attacks of opportunity as well, because I'm trying a full withdrawal!
Dwarf Menhir Savant / Tetori 10 | AC33 T18 F26; DR 5/evil; Resist Acid, Cold, Electricity, and Negative 10 | HP 64/97 | CMD:34 (42 grapple) | F:+16 R:+12 W:+15; SR 15| Init:+4 | Perception: +7; Darkvision 60ft., Scent | Heat Shimmer 0/6, Ki 0/6, Place Magic 4/6, Spells: 2nd-2/4 1st-4/5, Stunning Fist 7/7, Wild Shape 2/4 | Active Effects: Bark Skin, Cloak of Shade, Delay Poison, Mage Armor, Planer Wild Shape, Shield, Bless, Fatigued
I definitely have mixed feelings on the rules for the sages. It is cool and removes moving parts to make an epic fight easier to run and play. But the rules also invalidate entire tactical options.
Kind of. It's probably better that it is a surprise...although there are not a whole lot of high level Osirion style scenarios, so you could probably figure it out. it is a direct precursor to this one. And you don't have to battle him, I'm just saying he is stat-ed somewhere. His story is actually pretty sad. For a lich.
edit: It is being run on Outpost...and has space available!
Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox
GM Erich: do you have the link for the Outpost game list? thanks!
Note: this current battle appears to be incredibly complex and probably requires some major heavy lifting by the GM... know that we appreciate your efforts and time commitment!
Dwarf Menhir Savant / Tetori 10 | AC33 T18 F26; DR 5/evil; Resist Acid, Cold, Electricity, and Negative 10 | HP 64/97 | CMD:34 (42 grapple) | F:+16 R:+12 W:+15; SR 15| Init:+4 | Perception: +7; Darkvision 60ft., Scent | Heat Shimmer 0/6, Ki 0/6, Place Magic 4/6, Spells: 2nd-2/4 1st-4/5, Stunning Fist 7/7, Wild Shape 2/4 | Active Effects: Bark Skin, Cloak of Shade, Delay Poison, Mage Armor, Planer Wild Shape, Shield, Bless, Fatigued
Do you have any questions about grappling? Rok can grapple three targets in the short duration, but will only be able to maintain two of these targets next round.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
@DM: Going forward, DM, could you please also bold things like "[need saving throw]" even when it isn't the pertinent character's go, otherwise? That would have allowed us to make those saves you wound up making for us earlier (which would've been nice, given how your rolls turned out).
Speaking of that roll (which I believe was against cloudkill, or something like that?), would you allow a retroactive Autumn Ward use?