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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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 am happy to run a game, although just because I write stuff doesn't make me a great GM. I mean, I'm okay, I'm not saying that I'm bad or anything.

Let me see what I'd like to run.

Feel free to come up with character ideas. I'll try to create something around the ideas you present, especially if you can come up with a bit of backstory as well.

Dark Archive

male

Well, I'd still like to run with Will, but have him be a dhampir instead, and make him a Cruoromancer, in addition, give him the fangs trait and the blood drinker feat.

He'll be generally the same emotionally, but a little more sadistic. He would fully embrace his origin and have the desire to perfect his art of killing and raising.
that way I could keep the alias as well ;P


Sure, I'll get some story going but the concept I had in mind is loosely:

  • Pulp-style desperate inventor
  • Inspired from the history of electromagnetic theory, modelled after pioneers such as Volta and Faraday.
  • Being from a noble family financed early pursuits in science (natural philosophy)
  • Because of extensive failures, extremely debt-ridden and family lost/estranged. Has been jailed for debt in the past, began using opium for creative inspiration
  • A certain shylock uses debt to force into seedy jobs, is essentially a slave to the organization, debt will never be repayed
  • Was slowly financing a new project (electric generator), kept hidden from the criminal organization, but they became suspicious. Found and destroyed, cut off finger as warning


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

So the concept for character background that is forming in the twisting nether that is my imagination has finally yielded some points. Crunch is mostly done at home (I pretty much have a notepad template I fill out that I then just paste into my alias sheets once I am ready... makes it easy to quality check and consistency check) and I will post once I get back from work (should be in about 5 to 6 hours, depending on traffic) but for now enjoy some fluffy story ideas.

So my magus will be a half elf with strong elven nationalistic leanings (even so far as to play out mechanics wise in first level feat being Elven Spirit, and the alternate racial traits of Ancestral Arms and Arcane Training) imparted from his upbringing. He will have been raised by his elven mother and her "sister" in the elven kingdom of Kyonin for most of his youth and early adolescence. They will move elsewhere about that time (mostly because his human heritage becomes a bit more prominent about this point, but also in part because his mom's sister is not really her sister, and while most of their town have overlooked this for the sake of what was believed to be an elven child without a father, that tolerance evaporates as my character's human side shows more) but they still raise him with the beliefs that elven kind is superior and more cultured than the human civilization they are essentially living in as sojourners. His mother was a warrior, skilled in the use of blades, and his "aunt" was a wizard of some skill. Both taught him their talents, and while he was able to pick up on both (and even blend the two into a seamless whole) he never excelled at either to the extent of his parental figures.

He never met his human father, a warrior from the River Kingdom of Sevenarches (noted for its elven architecture and decidedly anti-elven immigration policies), who only asked that his sword be passed to his child when he or she was old enough. This falcata had been in his family for generations, back when members had been better off and had served in the Taldan armies. (Not sure yet if he was passing this blade down because he was dying and had no other descendants or if he had other children that he viewed as unworthy of the legacy.)

One of the cool things about the black blade archetype is that the blade itself is a sentient weapon, with its own goals and ego. This one is in some way possessed by the spirit of humanity's greatness... the belief that the future of the world rests in the hands of men. As such, the blade was silent as a tomb in the hands of my character's mom (and all other elves that saw it, touched it, etc.) but has gradually woken up in my character's hands, tuning into the human side of his heritage that he tries his best to pretend isn't there. More to come as it develops, such as why he would group up with the original party members (I suppose that will depend on where we are going) and what his overall goals would be.

Dark Archive

male

Oh, how pleasant... by the way the blood drinker subtype I would pick is human ;)
Gives me a very nice variety of choices ;P

I'll spend some time typeing up a backstory, but I can't scroll up and down on my phone for some stupid reason.


Falcata? Nice. x3 crit mods are so much more fun than x2, imo. :)

Dark Archive

male

That's why I like picks and sythes, the x4 damage modifier is great.


Guys, I've had an unexpected journey pop up. I will be travelling overnight the 1st and returning late on August 2nd (GMT-5).


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

This one is at least expected...

I'll be attending Gen Con this year and will be mostly unavailable from this Wednesday morning through Sunday evening. Please bot me if needed.


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

So on the topic of the current game, Medghar has no further prepared spells for today. This means that his gun can only be used as a gun (no magical endowments) and after ammo is exhausted he will only have his dagger or the +1 dagger that isn't quite fitted to his hands.

Translation, Medghar will probably be fighting defensively most of this encounter. Hopefully some of my cantrip wielding friends will have something more useful. ;)


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 say we all just run away and come back tomorrow with area-effect spells prepared. I have nothing that can harm them at the moment.


Torches are the only swingable thing that can hurt it (for 1 fire dmg). AoE spells do +50% dmg. Also splash weapons (including lit oil).


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

Those of us with bonded items might can use them to pull a spell out of our books. But Og does not even have area effect spells in his book. He does have two alchemical acid.


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

Seems pretty clear we need to leg it and come back after spell prep, Erald has nothing useful vs a swarm.


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

If Og got near max damage from both alchemist acids he might take out one swarm while the other ate him. Average damage would not do it.


Anyone have ex retreat in their book with open/close prepped? Could lure it into a room with 2 doors, close door after it enters and escape through other.


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

Open/close here. Unsure where the doors are. I know Og is standing by one. He could move and ready to close it if everyone can get out of that room before the bats...


I'll put a zoomed out map on the other slide, sec.

edit: also theres that room with the electrical bomb fungus that explodes at the slightest touch, the frost rays just numbed it for 1 hour, it could be back online now


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

I am all for running, but I do run at a slower pace than the group... won't they just single me out and murder me?


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

Not sure you have much of a choice for the moment Medghar. Standing and fighting is a sure death. Do you not have any burning hands left?

Also, do not forget to roll your distraction chance. Its only a DC 11 but if you take damage you have to make that roll and if you fail then you only get a single move action.


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

Like I said, used all my remaining spells last combat.


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

Oooh good point I need to roll that to!


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

Not sure what to tell you Medghar if we stayed or even slowed we would not help you in a any way I can discern. But if one of us was standing next to you they would just damage both. If we do manage to get through a door and you are behind we can open it for you let you nip in and close it. You might consider diving in the water? I was thinking about it, but the murder scene convinced me not to...


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

Eh, he will either think of something or at least distract them long enough for you guys to get to safety. Assuming he is standing next round he will cast his racial dancing lights and send them into the horde. With luck that will distract them while he withdraws. Failing luck he will detonate his powder horn the round after, trying to seal the doorway.


Hey, back from my little trip. Was thinking of the bat situation on the drive, and yes it is a grim situation, but you can make it I think with a little luck. Their speed is 8 squares, but moving in 5 ft wide spaces costs double. They can overtake you, but they cant both be in the same space in the end, so that also limits them a bit.

Of course, If Medghar simply stands there the point is mute...


I would strongly suggest running, there is quite a bit of 5ft corridor back there. You would be looking at a d6 everytime you failed to outrun, which could happen 2-3 times. You have a chance. 2 swarms can't attack the same character in a round.


Another point, is that you have produce flame, a fire spell that could damage swarms.


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

Produce flame, from description, would seemingly only really work if I had something flammable to throw it at. It is just a small ball of fire, mostly useful for situations where you forgot your torch, or need to get your campfire started. I was able to burn up those initial skeletons with it only because of Will's previous attempt with the oil bomb. I would think that flare would have a decent chance to stun and allow me to retreat, given bats are pretty light sensitive IRL. He only intends to fight it out if it becomes apparent that retreat isn't an option. That said, he knows that he is the slowest person in the group, and wants to give the others a chance to get a bit of space between them and the horde. (shrug) If he can both use flash and move he will (in that order) but I was under the impression that it was a full round cast.


Na, produce flame is awesome. It is like a weapon made of solid flame that can be either melee or ranged, its focus-able. Remember how, since swarms ignore weapon damage only, a torch can damage swarms? Its like that but instead of doing 1 fire damage you would do 2d6+4 if you hit twice, possibly killing one. Granted a big if. Flare would do nothing since it targets a single creature, and there are 1000s of creatures in a swarm, but meh who cares? Sounds cool.


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 would not have a swarm squeeze when moving though 5' areas. I know we may need that speed reduction but I am pretty sure that is not how it should work. I mean each creature is diminutive.

If we can ready and then get Medgar to move out of a room with a door then we close the door and all is good.


Each grain of sand in a handful of sand is diminutive. When the fistful is dropped it falls quick. When squeezed through the hourglass, it slows. But I hate petty arguments like this, so I concede. ;)


Plunder and Peril Slides | | Giantslayer Slides

Got to say I am with Og on that, it not implicitly spelled out, but mostly is. And though its movement may be 40ft. why wouldn't it double move? It does not need to use an action to attack.

Swarm Subtype wrote:
A swarm can move through cracks or holes large enough for its component creatures.


A swarm of cars can drive through a tunnel wide enough for one car. Does traffic slow?

A crowd of people escaping a burning building through a door only wide enough for one person.

But again, too tired to care. Player's rule stands, swarm does normal speed, double. Hem up.

Dark Archive

male

I still have my channel available. ..6of them

Dark Archive

male

Darn... that would have been nice though


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 think 3.5 swarms were not compelled to stay in the 10X 10 formation and could flow into shapes like lines and zig zags to catch more targets. Seems we lost that in PF.

Dark Archive

male

D&D swarms where much more realistic.


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

Just to remind folks if you got injured and have not been healed you have ongoing bleed damage. DC 10 Heal check to fix - I was just Summon Swarm spamming in an arena game with bats my go to.


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 teaches you guys burning hands: Fire training


Yes Medghar, that is essentially what just happened.


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

:)


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

hm... I wonder if we can take the freshly roasted bats back with us and sell them to the townsfolk as snacks?

"Get your bat on a stick here! Bat on a stick! Two for a silver piece, five for two silver! Bat on a stick, magically roasted for premium crispiness!"

:)


Don't worry, there is a rule for that:

Quote:

------------------------------fried bat----------------------------

When used in melee combat it grants a +0 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1 points of damage.


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 am curious - who has the lantern? And what might happen when we light it? Likely nothing, but I wonder if it could end this fight...


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

I still have the lantern... I doubt that it ends the fight... and getting to it in the first place might be rough. Prepared action was to attack first skelly that got in range. So probably green.


Thanks, just wasn't sure if it was a spell or normal bullet


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

Haven't had time to read the posts for a bit... will try to catch up later on. Still alive though.


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, did you say that you would or wouldn't be granting PFS credit for this module? I can't remember.


Well, wasn't planning to, but...hmm...any reason I can't?


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

Nope, none, as long as you have a PFS number.

-Posted with Wayfinder

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