GM Infinity: Crypt of Everflame, Wizard Party [Completed!] (Inactive)

Game Master mishima

How many magic mouths does it take to win the game?


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Introductions and tweaks. I like the idea that you are all already a team. Let's try and quickly nail down the free teamwork feat.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Checking in, working on gear now. About the only teamwork feat that appeals to me (that would appeal on a broad scale that is) is Allied Spellcaster. Personally I could use Coordinated Shot, but I would probably be the only one to really get a benefit from it.

Dark Archive

male

Yay! let me find the teemwork feats so i can deside, not familiar using them, so it's all new to me.

except for being a wizard of course... im familiar with that.

yeah, allied spellcaster/shielded caster looks good to me. if we all just stand in a group that is, prime fireball material. although we won't have to worry about fireballs for a little bit.

Scarab Sages

Allied or shielded spellcaster would work for me as well.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Coordinated Shot would work pretty well for me to, but I think Shielded Caster will be the most useful for the group at this level, I suspect it will come up much more often than SR in low level play.

Erald has a solid diplomacy score, and will be mostly attacking from range, or casting True Strike to create a goat based missile, usually for a combat manoeuvre if the enemy is flatfooted. He's wearing armour so True Strike with its lack of a somantic component is his go to spell, though he also has a charm person from his school.

Looks like we have most bases covered to me, with a few Infernal Healing kicking about, melee, diplomacy, knowledges, range. Traps could be problematic, but they could be fun to solve with lateral thinking.

Dark Archive

male

oh, as for being a team, i can prepair a bunch of debuff spells and be a debuffer for the group, great with necromancers. or i can raise a group of servant skeletons who act as meat(or rather bone) sheilds.

i'd like to work with all of you. my two favorite schools are necromancy and transmutaion. my two least favorate (and my current opposing schools) are illusion and enchantment.

and as for traps, im sure a good zombie or two will do the trick in jamming gears and plugging holes... as long as all of you are fine with walking rotting corpses that is ;)

pluss i can always channel energy(negative of course)


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Medghar is more of the "shoot it, then burn it, and if it keeps moving after that shoot it again" type of wizard. He has a good amount of training into crafting mechanical things and engineering knowledge (thus he can also appraise items as well) but his recent studies gave him some insight into arcane knowledge and spellcraft as well. He doesn't have cantrips, part of the archtype, but he makes up for it by getting to shoot stuff and empower his gun by sacrificing a spell usage.

Two things you have noticed about Medghar since he joined up with you:

1) He gets distracted by fire, especially magical fire.

2) He will talk anyone who will listen's ear off about the properties and principles behind firearms.

Scarab Sages

Also think we should try not to duplicate each other's spellbooks. That way we can cheaply copy each other's spells.

Dark Archive

male

William does any work he can to get by. you'll find he enjoys killing as much as he enjoys winning, even more so if the two go together. although he isn't a psychopath, in-fact he actually prefers to avoid combat. he lets whatever minions or "creations" he has do all the work. then he watches with glee as his enemies are slaughtered before him.

He is a bookworm, and has a knack for pulling out random facts about common things. his major studies include history, monstrous races, and the many forms of magic. he can also name every famous wizard who's spell he knows.

two things you may notice about william:

1)he is OCD, but doesn't care about how clean he is. instead, he has strange habit of liking things in even numbers. He doesn't mind the number 1, but anything higher than 2 must be even!

2)he constantly fiddles with his family ring, a gold band with a small ruby embedded.

Dark Archive

male
Branding Opportunity wrote:
Also think we should try not to duplicate each other's spellbooks. That way we can cheaply copy each other's spells.

so, i'm switching out magic missile and mage armor real quick.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

True what is everyone rocking? Erald must have True Strike and Charm Person, but anything else can go.

Spellbook 1st Levels
Charm Person
Color Spray
Grease
Mage Armor
Silent Image
True Strike
Vanish

His prohibited spells from Metal opposition School are gravity bow, magic weapon, and shocking grasp.

Dark Archive

male

here you go

spellbook:
opposition schools- illusion/enchantment
(3)-lvl 0- all
(2+1/day)1- chill touch, ray of enfeeblement, touch of combustion, enlarge person, reduce person, alter winds, sculpt corpse

Prepared
0-read magic, mage hand, touch of fatigue

1-ray of enfeeblement, chill touch, touch of combustion

ignore the prepared, BTW he's so OCD that he tries to cast one of these spells if he can, or he prepares two magic missile, when he can

mostly necromancy of course


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

My 1st levels will be:

Burning Disarm
Comprehend Languages
Detect Charm
Floating Disk
Heightened Awareness
Infernal Healing

My prohibited schools are illusion and abjuration.


So did you guys decide on shielded spellcasting for team feat?


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3


Prepared Spells:

1 Burning Hands, 1 Snapdragon Fireworks, 1 Longshot

Medghar does not get cantrips and has 4 prohibited schools (necro, illusion, abju, and divin) and also does not get scribe scroll either. Oh, and he is entirely broke just buying 10 doses of powder, 10 bullets, a spell pouch, a powder horn, and a dagger.... so he will probably be a bit bogartish when it comes to food...


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

How about Bonded Mind? That actually sounds like a hoot, its essentially telepathy.

PFSRD wrote:

You and your partner are so close that you can almost read each other's minds.

Benefit(s): As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don't need to whisper or point, and you cannot be overheard.

Dark Archive

male

My Dark death-tainted OCD mind mixed with your... goats... yeah i think that's a great idea!

plus it makes it so that we don't need the message cantrip(mark that off my list)


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Given I couldn't message at all, that actually would be a good one... and no one would doubt that a gun-loving pyro gnome wizard would be able to nonverbally convey his thoughts... I can see it now....

Enter dream sequence...
William's eyes lock with Medghar's and he hears the gnome thinking hard at him, "...your spellbook seems to only have an odd number of pages... I had to burn one to start last night's campfire... don't worry it was blank... sorry..." The gnome winks, and as William begins to frantically look at his book, he hears the gnome laughing. "Sorry old chum, that really never gets old and you would think you would have caught on by now. No, I used some of Eralds dead tree friends to start the fire instead, they produce such a pretty flame..."
End of dream sequence.


Bonded mind sounds hilarious and gets my vote for what its worth.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

We have a majority with no veto's as yet so seems good to go.

It is also a prerequisite for Share Spells which looks pretty tasty.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Hi all I am Present. Been at work and working out and now at scouts. Will post more detail later.

Og is as melee as I could make him in a 15 point build and still be a caster. His feat is arcane strike and he has an 18 strength. His bonded item is a cold iron falchion. Spells include Mage armor and shield.

I am good with any teamwork feat. Bonded mind does sound fun.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Og packs Infernal Healing, Mage Armor, and Magic Weapon. He would cast Shield from a scroll or his bonded item.

He also knows Enlarge Person.

I looked more closely at the teamwork feats. While Bonded Mind will indeed be fun, it will really provide little utility beyond the Message spell. I had forgotten how awesome Escape Route it. And it could be even more awesome for a group of wizards. Thoughts?


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness
Og Booklover wrote:

Og packs Infernal Healing, Mage Armor, and Magic Weapon. He would cast Shield from a scroll or his bonded item.

He also knows Enlarge Person.

Some of us already has Infernal Healing and Mage Armor, so pick two other spells, and you can copy those from one of us.

As for which teamwork feat to pick, I'm happy with Bonded Mind, although Og is correct: it is not mechanically useful. Normally I'm all for making non-munchkinized PCs, but since we are pretty squishy ...


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

... was that a short joke directed at me... ;)


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness
Medghar Relagh wrote:
... was that a short joke directed at me... ;)

Not at all.

Hemiantus is proud to stand shoulder to shoulder with his gnomish brothers and sisters.

Well, at least hip to shoulder.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

It's 10 gp to scribe a 1st level spell from someone else, fyi.


I'm so excited about this now, glad you guys convinced me to go ahead and start. I really hope that we can find cool new ways of tackling some cliche type problems. You guys are a mobile arcane battlestation.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5
Hemiantus of Erages wrote:
Og Booklover wrote:

Og packs Infernal Healing, Mage Armor, and Magic Weapon. He would cast Shield from a scroll or his bonded item.

He also knows Enlarge Person.

Some of us already has Infernal Healing and Mage Armor, so pick two other spells, and you can copy those from one of us.

As for which teamwork feat to pick, I'm happy with Bonded Mind, although Og is correct: it is not mechanically useful. Normally I'm all for making non-munchkinized PCs, but since we are pretty squishy ...

Hmm. Og is out of gold after scribing his scrolls. So unless someone could lend him some gold he will not be scribing spells from other books for a while. And since he is starting out with scrolls of both Mage Armor and Infernal healing spells I'd rather begin with those in his book. Plus as a planned melee fighter he needs mage armor more than a non-melee.

If someone wants to drop mage armor they can certainly learn it from me.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Hah, lend you gold... all gold Medghar gets goes straight into the guns and ammo fund... ;)

Translation, as I stated earlier I already spent all my gold on ammunition for my gun, especially the powder portion.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

I knew that.

While I want to be a team player its less important to my character to try to know every spell. So if its more important to your character to know a lot more spells then learn Mage Armor and Infernal healing from me. :)


Diversity may indeed prove a stronger asset than equality, spell wise. A challenge presents itself that only magic aura can solve? 4/5 of you take the backseat.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

I can be the "spell caster from scrolls" if you like. I have the half-elf "Arcane Training" alternate trait, which means I cast spell from spell trigger/completion items at +1 CL.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

What with the talk of cabals and all the wizards, this is starting to feel a little like an Ars Magica game ... which is a good thing :)


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Happy to drop Mage Armor, Erald is wearing armor anyway. I have 2 crafted scrolls of Infernal Healing, can I assume someone would have been willing to help me by providing the spell during their crafting? Probably Hemiantus if that is alright?

I'll sub in Protection from Evil.

I actually think Bonded Mind is far better than Message, because Message can be overheard, in reality it is closer to Telepathic Bond. There is a huge difference between being able to have a conversation that can be picked up with a DC 25 Perception and one that cannot be overhead - granted maybe not at these low levels, but for peace of mind alone :)


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

First - Hemiantus - That is a great ability! If I understand it right, if you read my scroll of Mage Armor it will last 2 hours instead of one.

Erald, Prot. from evil is a great spell. Good choice. I almost chose it as one of my few starting spells. Og will want to learn it from you for sure. And Yes I completely agree Bonded Mind is better than message. But for this group's purposes on this run I suspect we will not need either. Most if not all of the time we will be together and it likely will not matter all that much if we speak even in normal voices and are overheard.

I am fine if that is the feat we take. But I feel compelled to explain in a little more detail the wonder that is Escape Route. In application what it means is that when we engage in melee our party members can freely move about with hardly ever provoking an AOO. Of course for casters this is wonderful.

Dark Archive

male

prot. from evil... what about me? i'm LE...


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness
William Nightwing wrote:
prot. from evil... what about me? i'm LE...

Well, that will allow us to keep an eye on you then ... ;)

Dark Archive

male

Hey! I may be Evil, but I'm not stupid. i won't blatantly break the law and murder people... only when I won't be caught and it benifits me, like i can bring their corpse back as a minion or make it seem like I died and i could fake my death...

Well, Lawful evil is known as the "crime lord" alignment. Think of it that way.

ninja'ed :P


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Yea. We did not want you touching us anyway. :P

Dark Archive

male

oh, i know enlarge person... as well as reduce person, but that's more of a shrink to jump into a small hole or something spell...
i can change enlarge person since Og knows it...

there, now i have interrogation. if we ever want to beat information out of someone... or i like asking what the air velocity of an unburdened swallow is, a European one.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

For the most part my spells are based on my strengths. I cast fire based spells at a caster level higher (thanks to my racial) and I can increase my range to 30 yards (or sack it to buff my gun). I also know how to make more ammunition from metal (always helpful) and magic missiles (mostly because he would see that as something that could be cast from his gun, though right now he has burning hands and snapdragon fireworks prepped for that).


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

We should also be able to cover the full range of Knowledge skills if we switch a few out. I'm happy to adjust mine.

I currently have Arcana and Local.

Dark Archive

male

my knowledge are arcana, history, and dungenering.

i can change arcana to the planes or religon, unless someone else has those...

looks at gameplay thread... sees medghar's post.........

William may end up killing you if you do something like that at the wrong time... luckily you have just as much a chance in getting me before i can even do anything...and I don't have guns.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Arcana and engineering... think it is fine that we all have arc though, in case poor rolls or what not.

Dark Archive

male

yeah, but i feel like one of us needs planes... and i don't think any of us do...

OH! Og has history, ill change that into the planes.

also, my two background skill points are in Lore(famous wizards)


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Many of the party will not want to engage in melee though Og, plus it feels like a restrictive feat, in that you need to be essentially clustered to make good use of it, which I am not keen on. So while I will grant its probably more tacitly useful I'll take being able to make fun of NPCs right in front of their faces without them knowing any day. Plus I would argue it is more wizardy, and as a freebie feat I feel fun can be a big factor.

Imagine,

Lady Delphina extends a hand looking down her nose at Erald,

"You have our thanks, you may have the privilege of kissing our hand."

"An honour my Lady" "Argh, she smells like month old parsnips! And I can hear that corset creaking from here! She's going to burst out of that thing and impale us all with whale bone shards!

"Witty comebacks at Erald's expense, etc."

With Knowledges we seem to have all of the biggies covered save for nature, so I will swap out Erald's Arcana for Nature - he was taught by a tree so it makes the most sense for him I think.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

GM, would it be possible for my familiar to take the Combat Advice feat from Ranged Tactics Toolbox? I ask because she can't talk, but she can squeak rather loudly.

Dark Archive

male

im voting bonded mind as our team feat... just my vote...


That feat is fine, Hem.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

I'm happy with the bonded mind feat as well.

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