| Ehren Ferron |
Where would we get that much water?
| Xanderghul |
... create water?
I mean I guess it only makes 140 gallons per minute and only lasts two hours, so we'd only be able to put 8,400 gallons in there at any one time.
I think that maybe flooding the mines isn't a viable tactic, because it's not likely that we'll be able to march right up to the entrances and cast spells. There will probably be armed forces on the outside.
| Isilme |
Control water doesn't require anything more than a starting water pool. It creates infinite water (or removes it).
Control water at 8th caster level in a 20'x10"x1" pool of water would create a pool of water 16' tall which would be continuously spilling over for 80 minutes. (Assuming place magic). This would essentially mean that a wall of water roughly the size of any mine shaft would proceed down the tunnel as fast as it could travel.
| Ehren Ferron |
I am pretty sure that the spell is only capable of manipulating a body of already existing water. It is a transmutation spell, not a conjuration (creation) one. And there'd be little point to its area of effect being so vast if it could just produce infinite water from a puddle.
| Anevia the Hawkguard |
Came up at a table of mine. It takes 750 gallons (ish) to fill a 10x10x10 room. It only takes about a third of that to make a room mostly useless. So 125 caster levels worth of create water makes said room mostly worthless. A mine is going to be much bigger than that, though. Still 25 first level clerics could mess stuff up in a few minutes. :)
| Isilme |
The spell is pretty clear that it just needs water, but it neither requires it to be a natural source, nor to have a minimum volume. RAW it's the case that you can turn any pool of water into a pretty terrifying source of water. Consider that we were planning on doing just the opposite, using a single casting to negate the entire flow of a 300' wide 20' deep river to the point we could safely ford an army. If it's capable of consuming that much water, it's certainly capable of creating it.
The purpose of the area being so large is really so you can drain a large lake, as that's the primary purpose. The text is explicit about being able to use the spell to create flooding though:
"If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land."
| Xanderghul |
It doesn't destroy the water though, just move it out of the way
Anevia has a point about the clerics though. I forgot we have 25 of those. And they're level 4!
| Isilme |
It doesn't destroy the water though, just move it out of the way
That goes against the description of the spell in a couple ways:
First, the "lower" effect in deep bodies of water, as simply moving water would not produce a whirlpool effect (like a drain). If the water were disappearing, the natural effect would be to produce a whirlpool. The same case cannot be made for the water being "moved", as it is unclear where the water would be moved. Does it move out outside the boundaries of the spell? Then what you would have is not a whirlpool, as there would be a ring of higher water level around the lowered area that would keep anything from entering it. Keep in mind also that the spell says nothing about the water being moved. Such a thing would be an important consideration, as the spell is capable of removing incredible amounts of water if you do some basic calculations. Millions of gallons over the course of the spell with the lower water level effect.
Secondly, the raise effect does not require a continuous source of water per the spell. Since it does not require a source of water like a river or ocean, the raise effect must create water.
Given that it's a 4th-level spell whose sole use is to create or destroy water, and a 0th level cantrip can already conjure infinite amounts of water, it is not out of line to be able to create an infinite source of water with the spell. Power-wise, there are very few times the spell can come in handy. The crossing the river thing, and flooding the mine are probably the first two instances I've ever considered using the spell since 2nd edition D&D.
| GM Kiora |
| 2 people marked this as a favorite. |
So we’re going to switch scenes, and switch time to a few hours ago, as Ary came upon the cultist encampment roughly the same time as the battle of Silvershore began with the rest of the PCs. Honestly, when writing up this adventure I did not expect you guys to break off from the main army.... I expected you to sequentially deal with the encampment army, then address the forces threatening Silvershore. I’m not complaining - I think the fact that the six of you were able to outspeed the cultist army and take on an enormous cultist force that you were intended to fight with the main army with just a few dozen kellid hunters for support was way cooler than what I had in mind, so bravo. But this does mean that there’s a significant encounter ahead (the army at the encampment) where the only PC present is Ary.
I could significantly simplify the encounter to make it go by faster, using a quick back and forth set of decisions with Ary to determine the outcome and move on. But meh, that kind of sucks, and kind of cheapens the encounter and the villains I have prepared to fight you guys. So, I’m going to take a suggestion that I believe Ary brought up back when you had the near-TPK and having you guys play as NPCs for the encounter.
Hopefully you guys will view this as an entertaining change of pace from your normal characters and not a total draaaaaaag. To make the NPCs more durable their HP will be temporarily maxed for this encounter. I have also leveled a few of them up so that they are all at least level 7, so that no one is stuck playing a level 5 NPC or something lame like that. You may use your normal avatars for this encounter, or you may make new avatars for the NPCs, it is your choice. Since they are all Paizo NPCs their profiles should all be in the avatar database. After the encounter, I will flag these alts as NPCs so that they don’t clog up your campaign tab.
I am going to update gameplay shortly with copy/pastes of the posts that Ary and I have written on the current situation to make sure everyone is up to speed without needing to dig through a bunch of old posts to find them.
I have also provided some short histories in the profiles to help guide your roleplaying. I hope that you guys embrace the NPCs though if you feel uncomfortable RPing as them, I understand if you want to limit your posts to submitting actions. If you have any private questions about them, as in their motivations, personalities, or histories, please PM me. The information I have included with the stat blocks is spoiler-free - all of it is stuff you've already learned about them.
Anyway, without further adieu, here are your assignments and stat blocks.
Xanderghul
Xanderghul, you, not surprisingly, will be playing Markus. Annabelle is still his cohort, so you get to control her as well. And Markus has four fiendish giant wasps at his disposal currently. So fearsome.
Anyway, I needed to audit Markus and Annabelle for their new levels… so…. here ya go.
Markus - Level 7
- Power Word: Blind is a level 7 word, please pick a different Level 2 word to learn.
- Markus gained the ability “Necrotic Transfer” at level 7, allowing him to transfer a maximum of 17 of his own HP to a touched creature as a standard action.
- Markus has 3 unspent skill points.
- I need a link to the rules text for the feat “Necrocrafter” since I failed to find it with google.
- His CMD is now 15 (incorrect in header, correct in stat block)
- His concentration check is +15
Annabelle - Level 5
- Annabelle has 65 HP, not 67.
- She has +12 Perception due to her racial bonus/Alertness
- FYI, you may assume that Annabelle has fulfilled her Deific Obedience for the day.
- Annabelle has 4 unspent skill points.
- Her FF AC is 19, not 20.
Blossom: Effective Level 5
- Blossom has 24 HP.
- Blossom gets +1 enhancement to a weapon for ABP. You may choose bite or hooves.
- Blossom has a +8 reflex save and a +3 will save
In addition, Markus has four exoskeleton fiendish giant wasps at his disposal. I’ll let you stat them up. Understand that they’re not very bright, so, in order to use them in combat Markus will need to stay within earshot of them and keep them directed (they can’t really discern your army from the enemy army, its all humanoids to them). To keep things simple, they will share Markus’ initiative count.
Valaria
Valaria, you are going to be playing Aron Kir.
Aron Kir
Male Keleshite human low templar 2/rogue (unchained) 5 (Pathfinder Campaign Setting: Inner Sea World Guide, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +4; Senses Perception -1
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Defense
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AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 shield)
hp 79 (7 HD; 5d8+2d10+19)
Fort +5 (+5 circumstance bonus vs. cold weather), Ref +10, Will +2; +1 vs. the abilities of chaotic evil outsiders
Defensive Abilities danger sense +1, evasion, uncanny dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 short sword +11 (1d6+5/19-20) or
dagger +9 (1d4+2/19-20) or
light shield bash +9 (1d4+1)
Special Attacks crusader, dirty fighting, sneak attack (unchained) +3d6
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Tactics
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During Combat: Aron fights with an intense focus, moving in to engage foes in melee as swiftly as possible and staying mobile via 5-foot steps to try to flank. He attacks with his sword and shield, using them to great effect when he can make sneak attacks. When facing foes on his own where he can’t get sneak attacks in, Aron fights defensively and does his best to reposition himself closer to allies.
Morale: Aron is no coward, but he’s also a realist. If faced with no chance at securing an advantage in combat, he withdraws and attempts to escape, either to strike soon thereafter in ambush or to return with allies. Only if his lover Sosiel is in danger does Aron never retreat from battle, regardless of the odds.
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Statistics
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Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10
Base Atk +5; CMB +9; CMD 22
Feats Exotic Weapon Proficiency (catapult, standard), Mounted Combat, Siege Engineer[UC], Skill Focus (Knowledge [engineering]), Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +11 (+7 to jump), Bluff +12, Craft (alchemy) +9, Disable Device +15, Disguise +2, Knowledge (engineering) +12, Knowledge (local) +10, Knowledge (nobility) +12, Linguistics +12 (+14 to create forgeries), Ride +11, Sleight of Hand +11
Languages Abyssal, Ancient Osiriani, Celestial, Common, Dwarven, Elven, Halfling, Hallit, Infernal, Osiriani
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, fire as she bears, flag of convenience, rogue talents (bleeding attack +3, combat trick), trapfinding +2
Combat Gear potion of cure light wounds (2), potion of invisibility, potion of lesser restoration (2); Other Gear +1 chain shirt, mwk shield spikes light steel shield, +1 cold iron short sword, cold iron dagger, bedroll, cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, platinum ring, trail rations (5), traveler's outfit, waterskin, winter blanket, 62 gp, 4 sp, 3 cp
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Special Abilities
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Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Crusader +1 (Ex) Bonus to Will saves, weapon attacks & damage vs. chaotic evil outsiders.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dirty Fighting (Ex) On crit replace extra dam with roll on table. Proficient with improvised weapons.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flag of Convenience (Ex) Fewer Leadership penalties, and replace followers. +2 to Linguistics for forgery.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Siege Engineer You are considered proficient with all siege weapons
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Aron Kir grew up on the streets of Cassomir after his parents were thrown into jail as part of a political machination amongst Taldane nobility. He was forced into a life of crime in order to support himself and his younger sister, Annabelle. Unfortunately, one slip-up on a job lead to his imprisonment and eventual conscription into the Condemned, a special branch of the Mendevian Crusades for criminals from across Avistan.
The Crusades were ultimately a good influence on Aron, for after finding religion through his new lover, Sosiel, a priest introduced to him through Annabelle, Aron has really turned over a new leaf. However Aron still struggles against his old demons, and though he desires to be a good person he hasn’t quite yet made it there. Aron is generally a light-hearted, hard-working person, though he is prone to episodes of neurosis, melancholy and depression. Aron ultimately is balanced by his love, Sosiel, who keeps him level-headed and counsels him against rashness and self-doubt.
Hinagiku
Hinagiku will be playing Chevalier Irabeth Tirablade.
Chevalier Irabeth Tirablade
Female half-orc paladin (oath of the mendevian crusade) 7 (Pathfinder Player Companion: Divine Anthology 20)
LG Medium humanoid (human, orc)
Init -1; Senses darkvision 60 ft.; Perception +2
Aura courage (10 ft.)
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Defense
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AC 20, touch 10, flat-footed 20 (+10 armor, +1 deflection, -1 Dex)
hp 98 (7d10+28)
Fort +11, Ref +7, Will +10
Defensive Abilities orc ferocity; Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron longsword +11/+6 (1d8+9/19-20) or
mwk cold iron morningstar +10/+5 (1d8+8)
Ranged heavy crossbow +6 (1d10/19-20)
Special Attacks channel positive energy 3/day (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +10)
At will—detect evil
Paladin (Oath of the Mendevian Crusade) Spells Prepared (CL 4th; concentration +7)
2nd—shield other
1st—lesser restoration (2)
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Tactics
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During Combat: Irabeth begins battle by activating her divine bond. She prefers to charge into battle to engage the enemy she deems most powerful-usually the one in heaviest armor, but she may instead choose one with an openly displayed holy symbol of an evil god. She uses Power Attack until she misses, at which point she attacks normally.
Morale: If Irabeth drops to 15 hit points or fewer, she drinks a potion of cure moderate wounds and retreats unless she's protecting an ally or an innocent, or if she is on a holy mission. In such cases, lrabeth prefers to fight to the death, although not if doing so would cause greater evils by preventing her from delivering important tactical messages to her superiors.
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Statistics
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Str 18, Dex 8, Con 15, Int 10, Wis 12, Cha 16
Base Atk +7; CMB +9; CMD 21
Feats Lightning Reflexes, Power Attack, Toughness, Weapon Focus (longsword)
Skills Acrobatics -6 (-10 to jump), Diplomacy +8, Heal +6, Intimidate +5, Knowledge (religion) +5, Linguistics +5, Perception +2, Sense Motive +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Celestial, Common, Goblin, Hallit, Orc, Shadowtongue
SQ divine bond, divine bond (weapon +1, 1/day), fire as she bears, lay on hands 6/day (3d6), mercies (diseased, shaken), orc blood
Combat Gear potion of cure moderate wounds, potion of lesser restoration, holy water (4); Other Gear +1 full plate, +1 cold iron longsword, cold iron crossbow bolts (10), heavy crossbow, mwk cold iron morningstar, iron holy symbol of Iomedae[UE], platinum ring, 7 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Add evil outsider bane to weapon divine bond, but remove flaming.
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Lay on Hands (3d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paladin Channel Positive Energy 4d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (3/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used.
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Irabeth grew up on a small farm east of Kenabres, the child of a retired crusading couple. When Irabeth was of age, she told her parents that she had decided not to take over their farm but instead felt a calling to fight for all those who suffered injustices. She set off away from Kenabres on a personal quest to eradicate evil where she found it and to help those in need.
It was during these adventures that she ran into Anevia in the River Kingdoms while hunting the orcith cultist of Xoveron, Vagorg. The rogue and the paladin ultimately fell in love, and when Irabeth decided to follow in her parents’ foot steps and pledge herself to the Crusades, Anevia followed.
Irabeth eventually found fame when she exposed the traitor, Staunton Vhane, an accomplishment that earned her a formal knighting from the Queen herself. Though well-liked and respected by many in Kenabres, Irabeth is not totally comfortable with her new-found fame and prestige, secretly feeling that she does not deserve the accolades… after all, Staunton Vhane got away.
Irabeth is a serious, taciturn woman and capable leader. She is conscious of the fact that other crusaders look up to her and attempts to portray herself in public as strong, fearless, and dependable. However, among her friends, and her wife, Anevia, she lets her guard down, revealing an insecure young woman with an honest desire to do good where she can and to contribute in any way possible to closing the Worldwound once and for all.
Irabeth’s matching platinum ring for Shield Other is currently being worn by Anevia.
Ehren
Ehren will be playing as Sosiel Vaenic.
Sosiel Vaenic
Male human (Garundi) cleric of Shelyn 7
NG Medium humanoid (human)
Init -1; Senses Perception +5
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Defense
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AC 17, touch 10, flat-footed 17 (+7 armor, +1 deflection, -1 Dex)
hp 77 (7d8+21)
Fort +7, Ref +2, Will +11
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron glaive +8 (1d10+4/×3) or
mwk cold iron light mace +8 (1d6+2)
Ranged mwk light crossbow +5 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 glaive)
Special Attacks channel positive energy 7/day (DC 15, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +12)
8/day—bit of luck, touch of good (+3)
Cleric Spells Prepared (CL 7th; concentration +12)
4th—freedom of movement[D], sending (2)
3rd—dispel magic, protection from energy[D], remove disease, searing light
2nd—aid, align weapon[D], protective penumbra[UM] (DC 17), lesser restoration, shield other
1st—detect evil, protection from evil[D], remove fear, sanctuary (2, DC 16), shield of faith (2)
0 (at will)—create water, detect poison, light, stabilize
D Domain spell; Domains Good, Luck
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Tactics
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During Combat: Sosiel always seeks to protect and support his allies, granting them a bit of luck or a touch of good when appropriate. He generally casts shield other on his lover, Aron, to protect him. He saves shield of faith for himself whenever he goes up against demons, antipaladins, or the like. Against evil outsiders, he casts align weapon on his +1 glaive. If several allies are already in combat, Sosiel prefers to hang back and heal, casting sanctuary at the start of the fight so he can move about the combat more easily.
Morale: Sosiel recognizes the need to retreat when necessary—provided friends aren’t left behind. He fights to the death to protect Aron or any PC who has truly earned his friendship, sacrificing himself to give the companion a chance to live.
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Statistics
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Str 15, Dex 8, Con 12, Int 10, Wis 20, Cha 14
Base Atk +5; CMB +7; CMD 17
Feats Clarifying Channel, Combat Casting, Craft Magic Arms & Armor, Extra Channel, Toughness
Skills Acrobatics -4 (-8 to jump), Craft (painting) +7, Diplomacy +12, Heal +11, Knowledge (religion) +10
Languages Common, Osiriani
SQ fire as she bears, good fortune (1/day)
Combat Gear scroll of dispel magic, scroll of lesser restoration (3), wand of cure moderate wounds (14 charges), oil (2); Other Gear +1 breastplate, +1 cold iron glaive, cold iron crossbow bolts (10), mwk light crossbow, mwk cold iron light mace, masterwork backpack[APG], platinum ring, silver holy symbol of Shelyn, spell component pouch, trail rations (5), traveler's outfit, waterskin, winter blanket, 6 gp, 7 sp, 4 cp
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Special Abilities
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Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Clarifying Channel +2 (1/day) Grant those healed by your channel an extra save vs. charm or compulsion.
Cleric Channel Positive Energy 4d6 (7/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Touch of Good +3 (8/day) (Sp) Grant +3 to skill checks, ability checks and saving throws for 1 rd.
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Sosiel Vaenic has spent several years among the crusaders of Mendev, serving in the (now-destroyed) church of Shelyn in Kenabres. He is no stranger to how the intensity of the conflict can wear down crusaders, having seen this despair strike his lover Aron. Sosiel maintains a frank optimism in the face of even the most daunting atrocities committed by the enemy, working tirelessly to oppose the temptations, ailments, and despair the demons inflict on those in his care. His jovial spirit and genuine concern for others has had a profound effect on those he meets.
Sosiel projects a sense of calm and serenity. He believes that maintaining an impeccable appearance in his clerical vestments and well-worn gear inspires those around him, and he’s not wrong. He cuts an imposing figure on the battlefield with his tall frame and spinning glaive. A crystal medallion with the embossed image of Shelyn’s thrush always hangs from his neck against his chest under his armor, taking on an iridescent sheen in the light of the sun.
Ary
Ary, you will be playing as… Ary! Haha. I figure you’ll be happy to play as Ary after playing as Anevia for so long :)
Isilme
Isilme will be playing Nurah Dendiwhar.
Nurah Dendiwhar
Female halfling bard 9
CG Small humanoid (halfling)
Init +4; Senses Perception +12
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Defense
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AC 23, touch 16, flat-footed 19 (+6 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 size)
hp 108 (9d8+36)
Fort +8 (+5 circumstance bonus vs. cold weather), Ref +13, Will +10; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee cold iron dagger +5/+0 (1d3-2/19-20) or
cold iron short sword +7/+2 (1d4/19-20)
Ranged sling +11 (1d3-2)
Special Attacks bardic performance 31 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 19], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 19])
Bard Spells Known (CL 9th; concentration +14)
3rd (4/day)—cure serious wounds, deep slumber (DC 18), displacement, phantom steed
2nd (5/day)—alter self, cat's grace, invisibility, suggestion (DC 17)
1st (7/day)—charm person (DC 16), cure light wounds, grease, hideous laughter (DC 16), remove fear
0 (at will)—detect magic, ghost sound (DC 15), light, mage hand, message, read magic
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Tactics
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During Combat: Nurah has little in the way of fighting prowess and prefers to hang back in combat to provide support in the form of bardic performances. She casts cat’s grace on herself on the first round of combat, and then harries foes with grease or suggestion, switching to healing spells if her allies are wounded.
Morale: Nurah retreats from combat once she drops below 30 hit points—if she still has allies she casts healing spells on herself and continues to support them with bardic performances, but if a battle looks lost, Nurah tries to escape. She does so by first casting invisibility and then using her scroll of dimension door to get as far away as possible.
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Statistics
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Str 6, Dex 18, Con 14, Int 10, Wis 12, Cha 20
Base Atk +6; CMB +3; CMD 19
Feats Dodge, Extra Performance, Skill Focus (Bluff), Spellsong[UM], Toughness
Skills Acrobatics +17 (+9 to jump), Bluff +20, Climb -3, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +13, Knowledge (local) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +12, Perform (dance) +17, Perform (oratory) +17, Stealth +17; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ bardic knowledge +4, lore master 1/day, versatile performances (dance, oratory)
Combat Gear scroll of cure moderate wounds, scroll of dimension door; Other Gear +2 chain shirt, cold iron short sword, cold iron dagger, sling, backpack, bedroll, cold weather outfit, flint and steel, trail rations (5), traveler's outfit, waterskin, winter blanket, ruby (worth 100 gp), 21 gp, 9 sp, 5 cp
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Special Abilities
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Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 31 rounds/day) Your performances can create magical effects.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Spellsong Combine spellcasting and bardic performance
Versatile Performance (Dance) +17 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +17 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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Nurah Dendiwhar originally came to the Worldwound at the tender age of 20, the youngest member of Chelaxian Lord Axilar Trezbot’s entourage from Isger. Her abusive master’s obsession with achieving greater fame in the Third Mendevian Crusade pulled her into battle alongside him, forcing her to serve as both a scribe for his exploits and a tactician directing his troops as they sought to retake Citadel Drezen. When a group of tiefling assassins and babaus led by a possessed crusader tore apart Lord Axilar’s legion they unexpectedly freed her from servitude and slew her master and fellow slaves before her very eyes. Using her magic to escape, a newly freed Nurah pledged herself to the crusades and has been an ally ever since. She has since become renowned as a Worldwound historian and is a trusted advisor of Queen Galfrey herself.
Nurah is an expert on the early Mendevian Crusades and the lore of ancient Sarkoris. She is an excellent traveling companion—generous and complimentary without being a sycophant. She is a tenacious survivor much like the heroes—blessed with luck and skill, while equally dedicated to stopping the demon incursion.
| Anevia the Hawkguard |
| 2 people marked this as a favorite. |
so that no one is stuck playing a level 5 NPC or something lame like that.
Who you callin' lame? I'm the hypercarry!
And I'm good with either Ary or Anevia! It's nice being Anevia, because I get to poke fun at the situation instead of needing to try to fix Errthing!
| GM Kiora |
Some audits:
Nurah speaks Hallit.
Aron's weapons are all cold iron, including his shield spikes. My bad for forgetting to include that.
Ignore the "Fire as She Bears" thing, which is a weird thing Hero Lab adds using my settings.
Nurah and Aron are currently at medium encumbrance because of their backpacks. You can just say they drop off their backpacks at camp and they will be able to move normally and lose the -3 ACP penalty they currently have to applicable skills. If you decide this, please let me know. You should assume Nurah carries her scrolls in a scroll case at her waist.
Ary, Annabelle, Aron and Irabeth have horses. Markus, Sosiel and Nurah travel on foot (though Nurah does have phantom steed). You can choose to bring your horses to combat if you wish, or begin on foot, just let me know.
| Sosiel Vaenic, Cleric of Shelyn |
Can we use the catapults to launch ourselves into the fray? Because you know, that's a totally practical and painless thing to do. No downsides at all, no sirree.
A tad nervous about playing someone other than Ehren, but I like that you're doing the encounter this way.
| Markus Coffinborn |
I'll go ahead and fix some of the numerical things tomorrow. I'm away from home without my computer and despise doing organizational things on mobile.
As for the 2nd-level wordspell, its like blindness/deafness, but a wordspell. We discussed me having that.
Necrocrafter is like Augment Summoning, but for undead. I'll find the source where I found that online later. It's a 3.5 feat. I'm okay if you'd rather I selected something else, though.
Necrotoc Transfer is traded out with one of my archetypes for Enhanced Healing.
This party will be interesting. So much healing.
| GM Kiora |
Markus:
Re: Blind - Okay! Totally forgot.
Thanks for the e-mail on Corpsecrafter! Looks good to me.
Enhanced Healing replaces voice of the grave.
I hear ya on the mobile thing. Formatting stuff on mobile is so stressful. Someone needs to make an iOS app, haha.
| Annabelle Kir |
I think I fixed everything on both characters. Take a look. I think my flat-footed actually is 20? (7 armor, 2 natural, 1 deflection)
| Valaria Alazario |
Good news! My friend's World of Darkness recruitment is up. Link
| Ary Bishop |
It's... gonna take a bit to get back to him. The lens was much wider than expected, so I'll have to zoom out a bit, then try to zoom back in on some of the details he's added. We'll see.
| Markus Coffinborn |
N Large undead
Init +1; Senses Perception +0, darkvision 60ft.
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DEFENSE
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AC 13, touch 10, flat-footed 13 (+3 natural, +1 Dex, -1 size)
hp 45 (6d8+18)
Fort +2, Ref +3, Will +5
Resist cold 10, fire 10 DR 5/good
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OFFENSE
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Spd 20ft., fly 60ft (clumsy)
Melee sting +10 (1d8+10)
Special Attacks burst (DC 13), smite good 1/day
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STATISTICS
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Str 24, Dex 12, Con -, Int -, Wis 10, Cha 10
Base Atk +4; CMB +12; CMD 23
Feats Toughness
| Ary Bishop |
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AND THE CROWD GOES WILD! ARY STEALS THE PLATINUM STAR OF AWESOME. KSSSSSH... AAAAAAHHHH.
*All the soldiers begin stomp-stomp-clapping.*
I just wish it were a more awesome post. :(
| Ary Bishop |
I definitely like the idea of keeping Ary and the set of paladins together, especially with her ability to just point at the vrock and say 'kill it dedd.'
But I'm less happy with the idea of leaving the civilians alone with only the underfolk to protect them. Lots of bad stuff could happen with them out of sight. I mean, we'll clearly be making noise elsewhere which minimizes the risk, but...
Beyond that, I'm not super sure of what else to change. Anyone else have thoughts?
| Sosiel Vaenic, Cleric of Shelyn |
I'll sum up my considerations and suggestions here... otherwise we could go back and forth in character forever. :P
| Ary Bishop |
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Alrighty, people seem to be against the siege engines, and with good reason. It's nice to have the opportunity, but dropping several hours when we don't know how much time we have is a poor idea.
The idea was initially to force the Schir to either deal with both sides, or be a lot less useful. Continuing to use cavalry as cleanup, while allowing them to hit already-exposed-flanks was the idea. The barricades threw that out the window.
I'm cool with putting some of you guys with the wagons, just remember that it might be incredibly boring to be on wagon duty if nothing does happen, incentivizing the wagons to get attacked if we are guarding them. ;) Not that Kiora would ever do something like that. ;)
| Sosiel Vaenic, Cleric of Shelyn |
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Well, *cough*, I figure that since the possibility was mentioned, we'd might as well play it safe. With the locusts, Kiora has already proven that she's more than willing to try to make the army starve to death. ;P
Random Edit: Oh hey, Alase actually has official artwork now. It only took like, three years. :P
| Markus Coffinborn |
Markus could be on wagon duty. I won't be too bored, since I've got giant wasps and Annabelle to control... although the giant wasps won't be super useful beyond the very first command I give them if I don't stay near.
I think it'll be best if we keep our supply wagons far away from the battle, and assign a small squad to defend them. If Umestil shows up and wants to fireball our wagons, there's honestly nothing we can do about it. We don't have anybody in the party who can counterspell that, and no magic or countermeasures that we can use to block it. All we can hope is that either nobody targets it, or it's targeted by enemies with conventional methods.
If we and the supply wagons are far apart from one another, it's much less likely that they'll be targeted at all. And if they're destroyed, well, we can beg Silvershore for food.
| Aron Kir, Former Condemned |
Alright, I'm good with this plan as well. Sorry if I don't seem to contribute as much to these planning sessions, but you guys are so much better at it then me. It doesn't feel like I can add much when you come up with a big plan.
| Markus Coffinborn |
I would rather contribute to the offensive as Markus, but if Ary decides that we need a PC defending vulnerable targets, Markus will volunteer. I feel like he will be the least-missed one on the front of the battle.
I agree with Ary's plan, and think that we should use one squad of infantry paladins or less as potential anti-vrock archers.
I think our cavalry will be best when trying to flank, so sending them in to try and leap the barricades and attack their 'exposed belly', so to speak, when our infantry engages them, seems best to me.
@kamenhero, I wouldn't worry about not contributing much. We seem to have enough people who are interested in macro planning to get through. I worry about it dragging on too long, myself.
| Markus Coffinborn |
| 3 people marked this as a favorite. |
Don't worry about it, Kiora! We all have lots of diversions that keep us away from what's really important: Paying attention to this game all day every day.
| Xanderghul |
Hey Kiora. I digested the issue for awhile and decided... Can I switch out arcane surge for mage strike instead of wild arcana...? The save re roll isn't really worth all that MP.
| Xanderghul |
Waaaait a second. Mage strike is melee attacks only! What kind of game are they playing with my emotions? What made them think that Wild Arcana was in any way equal to those other options for the archmage?
| Xanderghul |
I'm not meaning to complain too much. Sorry if it comes off that way! I'm just... confused, I think is the best word. What archmage ever makes a melee attack? I'm totally fine with those higher MP costs, or whichever lower ones you want to use instead.
To clarify, 1st-2nd level spells would cost 1 MP, 3rd-5th 2, 6th-8th 3 and 9th level spells would cost 4 MP with the newer rule...? I think obviously I would in fact prefer Wild Arcana. It just gives you so much that you don't already have, regardless of what you have already.
| GM Kiora |
Ah. my bad, I meant Arcane Surge. I get them confused, haha. Recalled Blessing at least is upfront in what it does in the name.
Arcane Surge/Recalled Blessing allow the use of spells already prepared or known without expending a spell slot, granting them a buff in the process (spell penetration to arcane, forced re-rolls on DCs for divine). These will cost 1 MP + 1 MP for every 3 tiers.
Wild Arcana/Inspired Spell allow the use of any spell that you could possibly know, with a +2 CL buff. These will cost 1 MP + 1 MP for every 2 tiers.
| Xanderghul |
| 1 person marked this as a favorite. |
Right. And since I already have Eldritch Breach, I don't know what I was doing when I thought that I would prefer Arcane Surge XD
Mage Strike was interesting to me in that it gives you a really solid damage option pretty much all the time (as long as you still have spells and Mythic Power)... but it's melee, and I have 10 Strength and a dagger.
Wild Arcana, on the other hand, gives me what my job is. My job is to be the party toolbox - able to fill their needs with my magic.
| GM Kiora |
I think Mage Strike was meant to somehow be appealing to gishes, like magus, though I'm pretty sure even as a magus I'd rather have Wild Arcana or Arcane Surge :P
I think a straight up convert MP to blasty damage would have been a better third option but whatever, I dunno what was going on in the designer's heads for a lot of Mythic Adventures haha
So, anyways, you're going for Wild Arcana for the utility? Sounds good to me.
| Xanderghul |
Yeah, Mage Strike doesn't give the magus anything they don't already have. Why spend 1 MP and a copy of shocking grasp to deal 4d6 damage of an element of your choice when you could spend just shocking grasp and deal 5d6 damage instead?
| Ehren Ferron |
The attack bonus and ability to ignore DR (well, some of it in this game) are supposed to be the kicker, I think. It might be worthwhile for a gish to pick it up as an extra archmage arcana, at the very least.
| Ary Bishop |
I think it's less about mage strike being bad... and more about wild arcana being something that blows virtually every other mythic power expenditure out of the water.
Mage Strike is kinda on part with say... sudden strike. At all levels, it's an additional attack with okay scaling. This is great for a baseline mythic ability. It becomes less good as you level, making other options more appealing.
Contrast with Wild Arcana that does whatever you can do, but better, becoming more and more powerful in relation to both your character and other options as you go.
Even with the increased casting cost that you added, nearly all other uses of Mythic Power are inferior. On a scale of one to ten, wild arcana is a thirteen. It just adds another exponent to the quadratic mage problem.