GM Toothy's Wrath of the Righteous (Inactive)

Game Master Sir Longears

Current Map | Ruined Kenabres Map | Overland Locations | Loot!

Party Conditions:

Arrika [68/68 - grazed]
Brevon [61/61 - healthy]
Elriel [55/55 - healthy]
Hedda [63/63 - healthy]
Kelumarion [50/50 - healthy]
Rukzha [46/46 - healthy]

NPC:
Aron Kir
Nurah Dendiwhar
Sosiel Vaenic

Party Exp: 23920/35000
Units of Food/Water: 32 (army's consumption/day: 5)
Additional Resources: 5 Goods


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Silver Crusade

LG Female half Celestial angel-blooded aasimar (angelkin) paladin 11/Marshal 6 HP 214 / 214 | AC: 30, T: 17, FF: 25, CMD: 38 | Saves F +26, R +21, W +25 | Init +13 | Darkvision 60 ft.; Perception +13 | LoH left: 20/day | Status: Normal

I have been negligent on the stats in the header... sorry. I can get on that.

Sabrina is rather interesting to describe.

blonde hair, green eyes (her eyes turn red when she activates her smite) she is armored (currently in scale mail but will upgrade when it is possible.)

Her sword is the most notable item. the blade is of golden color and glows with a divine light.

Images for Sabrina are in her profile (you are free to click.)

Also If you have not sent me your e-mail please send it soon. I will add you to the Pintrest board I have for this game.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

I've played with and watched Saber many years before I first got into pathfinder. I didn't play every path, nor have I watched every season, but she was the first path and the first season and those I've been through. I'll send you my email.


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Fixed the Pinterest to the campaign header as Elriel suggested.

@Rukzha: Go ahead and prepare your CLW spells... it actually makes sense. Since the attack on Kenabres, two days had already passed so it makes sense for her to have a CLW or two since the number of wounded in the city are quite big.

About the Wound system, it is quite simple:

-You divide your max hit points in four parts, multiplying and rounding it down by 0.75, 0.5 and 0.25 to make 3 thresholds. Once you reach one of this thresholds, you change your condition.
-Above all thresholds, you are healthy, taking no penalties;
-Below the 0.75 threshold, you are grazed, taking a -1 penalty;
-Below the 0.5 threshold, you are wounded, taking a -2 penalty;
-Below the 0.25 threshold, you are critical, taking a -3 penalty;
Different from the normal system, you are disabled from 0 to a negative amount equal to your Con mod.

In Rukzha's case, you should be:

Grazed - 12hp;
Wounded - 8hp;
Critical - 4hp;
Disabled - 0hp to -2hp.

These penalties apply to all attack rolls, saving throws, skill checks, ability checks, AC and concentration checks (originally it applied to Caster Level but that would cripple the casters too much and makes no sense IMO).

This system also adds 2 new feats and changes an existing one:

Feats:
Critical Cure
Your healing is more effective if your patient is badly injured.
Benefit: When you cast a conjuration (healing) spell, it cures 1 additional hit point if the recipient of the healing is grazed, wounded, or critical. The additional healing increases by an additional 1 point at caster level 6th, and every 6 caster levels thereafter.

Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You reduce the penalty from being grazed, wounded, or critical by 1 (to –0, –1, and –2, respectively). In addition, you gain a +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion, Constitution checks to continue running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks to hold your breath, Constitution checks to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves to resist damage from suffocation. You can sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Twist the Knife (Combat)
You’re especially dangerous against enemies who are suffering from injuries.
Benefit: You gain a +1 bonus on attack and damage rolls against grazed, wounded, or critical enemies.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

Hmm, that change to endurance kinda makes me want to change my intimidating trait to shaman's apprentice, which would give me endurance for free. It would certainly make sense with her background. I'm not sure how often Rukzha will be the one taking damage as she'll try to avoid being on the frontline, but it's bound to happen from time to time. The reduction in casterlevel kinda makes sense, otherwise casters don't really suffer any loss in offensive power (and even then it'll only affect duration/range and damage, not DC).


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I'm ok with the change of you trait.

Actually, if you lose a caster level, you risk loosing spell levels. For an example, if you are level 3rd and becomes critical, your caster level drops to 0... you'd have the same spell capacity of a fighter.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

Well, that's one way to rule it. I think that's extremly harsh though (as you pointed out). I think it should only affect the effect of spells, not spells known/memorized etc. The point is kinda moot since we are not using that part though.

@Elriel: Do you have a picture of your character?


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

Is the XP tracker in the header just updated automatically? Did we get anything for the trap even though we didn't disable it? Is Rukzha at the same XP as everyone else?

I see that I've listed a Haramaki on Rukzha's sheet. Does she still have that, or was it taken from her?


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@Rukzha: Yes to all questions! As soon as you beat a challenge, I update the XP tracker, already dividing it by four. Everyone will always have the same amount of XP, unless someone decides to go in a complete separate way and faces different challenges.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

It's really cool that you manage to integrate our backgrounds into the story. Though I must say I'm a bit surprised, I would have expected her (him?) to want to change the other way :p.


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Arrika, not sure if you are aware, but in the new Inner Sea Intrigue book that will be released in May 25 there will be a God Caller archetype for summoners!


Female Human HP 68/68 | AC 16 | FF 14 | T 12 | Per +0 | F: 4 | R: 4 | W: 5 | Init +2
Skills:
Craft (alc) +4 | Diplo +7 | Know (hist) +5 | Know (plan, rel) +4 | Ling +4 | Spell +4 | UMD +7
Unchained summoner 6 (Guardian/Archmage tier 1)

:D

If it's good, would you allow me to rebuild to it? If not, I totally understand, but I like new toys if they're fitting and thematic.


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Yeah of course I'd allow a rebuilt if you want! The more fluff the better!

Here are a couple words about the archetype from a subscriber who got early access:

Simplistically, you switch out a few class skills, you get to use Guidance, the Orison, at-will; but the distance that your Eidolon can travel from you drops down to 50' instead of 100'. You also replace transposition with a beneficial re-roll on a couple social skills as long as you & your eidolon are close enough that they could ordinarily perform aid-other actions for you. Finally, you replace Aspect with uses of clairaudience/clairvoyance.. It starts at 1/day, but goes up about every four levels after tenth.
Edit: You also switch-out Greater Aspect for your Eidolon to be considered Epic damage for DR purposes & at 20th level you replace twin Eidolon with the ability to use Overwhelming Presence three times a day.

Something is weird because you already have access to the guidance orison but at least it can give you a general idea of how it works!


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Hi guys, I created a Hell's Vengeance recruitment and would like to invite you to apply for it if you are interested! I can't promise any spot but since I know your playing stiles, that will work in your favor!


Female Human HP 68/68 | AC 16 | FF 14 | T 12 | Per +0 | F: 4 | R: 4 | W: 5 | Init +2
Skills:
Craft (alc) +4 | Diplo +7 | Know (hist) +5 | Know (plan, rel) +4 | Ling +4 | Spell +4 | UMD +7
Unchained summoner 6 (Guardian/Archmage tier 1)

That archetype sounds a lot like how I've been playing Arrika already, so it's good to know I'm on the right track. :) Losing Aspect hurts a bit, but I'm thinking I may go for it pending proper details.

And I'm very tempted on the Hell's Vengeance game...but changes at work have cut back my posting time lately, and adding on another game is the last thing I need. So I'll have to decline, but I hope the group you find is fabulous!

Silver Crusade

LG Female half Celestial angel-blooded aasimar (angelkin) paladin 11/Marshal 6 HP 214 / 214 | AC: 30, T: 17, FF: 25, CMD: 38 | Saves F +26, R +21, W +25 | Init +13 | Darkvision 60 ft.; Perception +13 | LoH left: 20/day | Status: Normal

I think everyone is part of the Pintrest board now correct?

everyone can post and everyone can invite others as well.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

Should Rukzha carry anything? She isn't carrying any heavy armor or anything, so she should be able to take some stuff.

Silver Crusade

LG Female half Celestial angel-blooded aasimar (angelkin) paladin 11/Marshal 6 HP 214 / 214 | AC: 30, T: 17, FF: 25, CMD: 38 | Saves F +26, R +21, W +25 | Init +13 | Darkvision 60 ft.; Perception +13 | LoH left: 20/day | Status: Normal

I have a masterwork warhammer if you need it.

also GM, I gave the light crossbow and 15 bolts to Rukzha so you can delete them from my loot sheet.

Sabrina will take the shield unless someone else has need of it.

Silver Crusade

LG Female half Celestial angel-blooded aasimar (angelkin) paladin 11/Marshal 6 HP 214 / 214 | AC: 30, T: 17, FF: 25, CMD: 38 | Saves F +26, R +21, W +25 | Init +13 | Darkvision 60 ft.; Perception +13 | LoH left: 20/day | Status: Normal

off to work, will post more in the morning.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

@Arrika: You should probably have the crossbow not me. I only wanted it in case I have nothing to use my hexes on. Getting you a cold iron longspear as a backup weapon sounds like a good idea to me.

How much damage has Elriel taken?


Female Human HP 68/68 | AC 16 | FF 14 | T 12 | Per +0 | F: 4 | R: 4 | W: 5 | Init +2
Skills:
Craft (alc) +4 | Diplo +7 | Know (hist) +5 | Know (plan, rel) +4 | Ling +4 | Spell +4 | UMD +7
Unchained summoner 6 (Guardian/Archmage tier 1)

I've got a cold iron dagger already, but you're right, a longspear probably wouldn't go amiss (and I like longspears anyway). It just didn't quite fit who she was to start with - she'll be making a few changes once we get back to the surface. :)


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

Not sure if it actually works in game terms, but it would have been kinda cool if you could toss the dagger to Elriel.

It's DC 5 to toss it into his square and a move action to pick it up, but it would be cool if he could catch it midair to not provoke, an acrobatics check perhaps? Maybe a DC 9 (from size) dexterity check?

Working together in pathfinder is so hard... I think such things should sort under rule of cool... But if we aren't using that...


CG Male Half-elf (Kyonin) Unchained rogue 5 / ranger (demonslayer) 1 / mythic 1 | HP 55/55 | AC 20 (14 Touch, 16 Flat-Footed) | CMB +5, CMD 18 | Fort. +6, Ref. +10, Will +5 | Init. +9 | Perc. +17/+19, Sense Motive +5 | Speed 30ft | Abilities: n/a | Spells: n/a | Active conditions: None.
Rukzha Kerzuk wrote:

Not sure if it actually works in game terms, but it would have been kinda cool if you could toss the dagger to Elriel.

It's DC 5 to toss it into his square and a move action to pick it up, but it would be cool if he could catch it midair to not provoke, an acrobatics check perhaps? Maybe a DC 9 (from size) dexterity check?

Working together in pathfinder is so hard... I think such things should sort under rule of cool... But if we aren't using that...

That's what Numenera is like.

PC comes up with a cool move. GM assign a difficulty task number. PC rolls appropriate dice and the magic of a well-described 'cool' moves wows everyone. :)

I've had a PC pick up dog-sized beetle to expose its soft flesh while another PC skewered. Go figure that out with PF.


Female Human HP 68/68 | AC 16 | FF 14 | T 12 | Per +0 | F: 4 | R: 4 | W: 5 | Init +2
Skills:
Craft (alc) +4 | Diplo +7 | Know (hist) +5 | Know (plan, rel) +4 | Ling +4 | Spell +4 | UMD +7
Unchained summoner 6 (Guardian/Archmage tier 1)

I think my group's figured out decent ways to do the throwing-someone-a-weapon thing before - move action for the thrower and attack of opportunity consumed for the catcher was always what we found most appropriate, but clearly a house rule. :)

I've played a touch of Mage: The Ascension, and it's the same deal as Numenera - the entire magic system is just you describing your spell, the GM deciding how hard and obvious it'd be and what spheres of magic it draws on, and you roll. It is a neat way of doing things, but I tend to freeze up in rules-light systems; my brain benefits from the structure of crunchier rulesets, though they come with drawbacks too.


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Guys, to speed things up, feel free to thing about your level 3 changes... after this fight is done you'll level up! Congratulations!


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

We are not using Hero Points in this game right?

Quote:

Frightened

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

I've seen this ruled a number of different ways. Some rule that you gain back full control once you can no longer see the enemy. Some rule that you never have control at all. It does mention that you can do other things than moving, but can you use those if you can actually move?


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The way I see it, the best way to flee is double moving every round, since stopping to drink a potion or casting a spell could mean that your imaginary fear source could catch you...

This way I'll rule that you can only make an action besides moving if it would provide you with a better way of fleeing, such as casting a spell that enhances your movement or use a healing potion ONLY if you were staggered, so you'd be able to double move afterwards.

Since the PC, Elriel in this case, would only move since he doesn't falls into the mentioned cases above, I think it would be better if I control his movement until the effect ends for he knows not where the traps are...


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

Who are we waiting on now? Everyone acted right?


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I'm actually away from my PC and my books! Sorry


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We reached half book one! Do not forget to level up before heading up! Also, your decisions are far more ample than before in those tunnels, so take your time (and awesome RP) to decide your next steps!

What are your impressions of the game so far? As you might have noticed, we have a lot of combat... if you'd prefer more roleplay, let me know and I'll adjust it accordingly.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

So, what happens with spellslots gained from leveling up? Can I prepare spells in them immediately? Do I need to rest first?

Healing hex is supposedly once per 24 hours, can you notify me when I can use it again? I'll use it on Elriel shortly so Elriel + Sabrina + Bertholdt is about the same time.

Do we replenish any HP from leveling up?

I'm having a hard time deciding on what spells to pick from leveling up... Glitterdust seems like it could be pretty good as I want some way to deal with a mass of enemies. Web is another option. Flurry of Snowballs could be good against swarms (sadly I don't have burning hands, though I probably should try to don't it from somewhere...). Blindness/Deafness could be really good against the right kind of enemies (human cultist casters or rogues), but probably not so much against demons. Summon Swarm of Vomit Swarm is an option that should work against most enemies. Levitate might be nice for moving out of reach of enemies.

Did we have a spellbook? Can I burn pages from it to learn some of the spells?


CG Male Half-elf (Kyonin) Unchained rogue 5 / ranger (demonslayer) 1 / mythic 1 | HP 55/55 | AC 20 (14 Touch, 16 Flat-Footed) | CMB +5, CMD 18 | Fort. +6, Ref. +10, Will +5 | Init. +9 | Perc. +17/+19, Sense Motive +5 | Speed 30ft | Abilities: n/a | Spells: n/a | Active conditions: None.
GM Toothy wrote:

We reached half book one! Do not forget to level up before heading up! Also, your decisions are far more ample than before in those tunnels, so take your time (and awesome RP) to decide your next steps!

What are your impressions of the game so far? As you might have noticed, we have a lot of combat... if you'd prefer more roleplay, let me know and I'll adjust it accordingly.

I'm very happy with the game so far.

Yes, it's combat heavy but this was expected. However, that may change later. We can add as much roleplaying as we the players want. I'm 'normally' on throughout the day and always have time for a decent post during the evening/night.

GM, just keep up the good work!

BTW, I'll level up in the next couple of days.

Silver Crusade

LG Female half Celestial angel-blooded aasimar (angelkin) paladin 11/Marshal 6 HP 214 / 214 | AC: 30, T: 17, FF: 25, CMD: 38 | Saves F +26, R +21, W +25 | Init +13 | Darkvision 60 ft.; Perception +13 | LoH left: 20/day | Status: Normal

I like the game, took a little getting used to the wound system but it does seem to be working out.

I like any personal touches you add to the game to integrate our backstories into the game.

as for RP. Out of the tunnels we may actually have the chance to have that tea and learn more about each other.

... wait I think that sounded wrong .... I mean... nevermind


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

We still got time to do that while we level up... Though it would mean postponing the topside stuff...

I can't comment too much on the game since I've only been here a short while, but I like the little I've seen.


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@Rukzha: When you level up you'll be able to 'instantly prepare' the slot, preferably with a new spell for fluff reasons.

For the Healing Hex I'll change the 1 per 24 hours to 1/day so it is tied to you resting much like many other abilities... I think it will make everything easier...

When you level up you do not replenish your hp, but you add the new received hp to both the current and total hp (ie Elriel is 3/19, if he gets 6 hp, he will change to 9/25).

Yes we have a spellbook in Arrika's possession. Normally a witch can only learn spells from a scroll or other witch familiars but I'll rule that you can tear pages from a spellbook and turn it in 'scrolls' just for the purpose of a witch learning new spells. The spellbook will be destroyed of course.

@Elriel and Sabrina: I'm happy that you are enjoying, for I am as well! Indeed this AP is really combat heavy, with most of the RP being between yourselves instead of a plethora of NPCs.

Silver Crusade

LG Female half Celestial angel-blooded aasimar (angelkin) paladin 11/Marshal 6 HP 214 / 214 | AC: 30, T: 17, FF: 25, CMD: 38 | Saves F +26, R +21, W +25 | Init +13 | Darkvision 60 ft.; Perception +13 | LoH left: 20/day | Status: Normal

Level up:
Paladin level 3
HP +6 +Con mod (total max=25, total current=22)
BAB +1
+1 reflex save

Skills:
+1 diplomacy - total +8
+1 Knowledge planes - total +6
+1 Sense Motive - total +6

Background Skills:
+1 Profession Soldier - total +7
+1 Knowledge history - total +2

Feat - Greater Mercy
Mercy gained - Sickened
Aura of Courage (immunity to fear, +4 save when in aura)

Silver Crusade

LG Female half Celestial angel-blooded aasimar (angelkin) paladin 11/Marshal 6 HP 214 / 214 | AC: 30, T: 17, FF: 25, CMD: 38 | Saves F +26, R +21, W +25 | Init +13 | Darkvision 60 ft.; Perception +13 | LoH left: 20/day | Status: Normal

OK I found a math error on the level up as well as a forgotten ability.

One my attack bonus for the sword at level 2 was supposed to be +6 (not +7)
but Celestial Crusader Racial trait vs the Dretch's gave Sabrina a +1 attack and +1 AC. (both are racial bonuses)


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

I can't access the loot document from my phone and the spells in the book are not on Arrika's sheet. What spells are there?

Thank you for simplifying the reuse process on hexes. I assume the same one per day goes for Fortune which I'm thinking of picking up this level. Though I'm torn whether to go for Fortune (mostly for skills or when I can't use slumber this level but at level 4 it'll be awesome for pre-buffing with cackle) or for Misfortune...

If anyone got any recommendations, comments or arguments for spells or hex selection (I mentioned which spells I'm considering in the previous post) I would be happy to listen.


CG Male Half-elf (Kyonin) Unchained rogue 5 / ranger (demonslayer) 1 / mythic 1 | HP 55/55 | AC 20 (14 Touch, 16 Flat-Footed) | CMB +5, CMD 18 | Fort. +6, Ref. +10, Will +5 | Init. +9 | Perc. +17/+19, Sense Motive +5 | Speed 30ft | Abilities: n/a | Spells: n/a | Active conditions: None.
Rukzha Kerzuk wrote:

I can't access the loot document and the spells in the book are not on Arrika's sheet.

Thank you for simplifying the reuse process on hexes. I assume the same one per day goes for Fortune which I'm thinking of picking up this level. Though I'm torn whether to go for Fortune (mostly for skills or when I can't use slumber this level but at level 4 it'll be awesome for pre-buffing with cackle) or for Misfortune...

If anyone got any recommendations, comments or arguments for spells or hex selection (I mentioned which spells I'm considering in the previous post) I would be happy to listen.

I'm putting together my first witch and I think I like 'evil eye'. It 'sticks' even if they save (longer if they fail) and it can be 'reused' so always giving you something to do.

What about 'accursed hex' as your feat?

For spells, I like vomit swarm and glitterdust, nice spells with no SR.


Female Human HP 68/68 | AC 16 | FF 14 | T 12 | Per +0 | F: 4 | R: 4 | W: 5 | Init +2
Skills:
Craft (alc) +4 | Diplo +7 | Know (hist) +5 | Know (plan, rel) +4 | Ling +4 | Spell +4 | UMD +7
Unchained summoner 6 (Guardian/Archmage tier 1)

All right, let's get caught up! Sorry for my slower-than-usual posting lately. There have been some changes for me at work recently - nothing bad, but all meaning that I now have far more people requiring my attention and in my space, and work is when I usually post. Hopefully it'll calm down over the next little while; until then, I apologize. I am still definitely into playing, but I understand if I need to step aside for a more frequent poster.

Rukzha wrote:
I'm having a hard time deciding on what spells to pick from leveling up... Glitterdust seems like it could be pretty good as I want some way to deal with a mass of enemies. Web is another option. Flurry of Snowballs could be good against swarms (sadly I don't have burning hands, though I probably should try to don't it from somewhere...). Blindness/Deafness could be really good against the right kind of enemies (human cultist casters or rogues), but probably not so much against demons. Summon Swarm of Vomit Swarm is an option that should work against most enemies. Levitate might be nice for moving out of reach of enemies.

Glitterdust is a damn good one that stays useful a long way up, and Blindness/Deafness definitely doesn't suck, either. Limp Lash is another one I've seen used to good effect. As for hexes, Fortune and Misfortune both are hard to go wrong with. Fortune gets better if you can use Soothsayer to delay it all the way until the fight starts, but it's still good without it.

GM Toothy wrote:
What are your impressions of the game so far? As you might have noticed, we have a lot of combat... if you'd prefer more roleplay, let me know and I'll adjust it accordingly.

The game's great so far! When I'm running games I tend to prefer more NPC-heavy ones, but I know not all campaigns are the same, and that's OK. :) I'm having a good time so far (although getting more spells and spell slots so I can have a slightly more varied fight sequence will be nice).

GM Toothy wrote:
Do not forget to level up before heading up!

I'll get leveled up in the next day or so. I think this is the fastest I've ever had a PbP level up, haha.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

Evil Eye is a somewhat minor effect and doesn't do a whole lot on its own(only -2 to a single thing), though the no save part is nice. It also doesn't work against mind-immune enemies like misfortune does. I will eventually pick it up, but before I get either cackle or coupled arcana or level 8 (I'll eventually get all of those) it's just worse than intimidating. Of course it does stack with intimidate and once I get coupled arcana it'll be a nice one-two-punch with wild arcana.

Thanks for the spell suggestions, I'm a bit hesitant about glitterdust due to Arrika being able to pick it next level, but I guess it won't hurt even if we both have it.


CG Male Half-elf (Kyonin) Unchained rogue 5 / ranger (demonslayer) 1 / mythic 1 | HP 55/55 | AC 20 (14 Touch, 16 Flat-Footed) | CMB +5, CMD 18 | Fort. +6, Ref. +10, Will +5 | Init. +9 | Perc. +17/+19, Sense Motive +5 | Speed 30ft | Abilities: n/a | Spells: n/a | Active conditions: None.
Rukzha Kerzuk wrote:

Evil Eye is a somewhat minor effect and doesn't do a whole lot on its own(only -2 to a single thing), though the no save part is nice. It also doesn't work against mind-immune enemies like misfortune does. I will eventually pick it up, but before I get either cackle or coupled arcana or level 8 (I'll eventually get all of those) it's just worse than intimidating. Of course it does stack with intimidate and once I get coupled arcana it'll be a nice one-two-punch with wild arcana.

Thanks for the spell suggestions, I'm a bit hesitant about glitterdust due to Arrika being able to pick it next level, but I guess it won't hurt even if we both have it.

You're obviously way more savvy on rules than I am, which will be become very handy when it comes time to select mythic powers that I know nothing about.

I was just looking at the 'cool factor'. What's a witch without evil eye? Just one look to make even the most courageous quake in their feet. :)


Female Human HP 68/68 | AC 16 | FF 14 | T 12 | Per +0 | F: 4 | R: 4 | W: 5 | Init +2
Skills:
Craft (alc) +4 | Diplo +7 | Know (hist) +5 | Know (plan, rel) +4 | Ling +4 | Spell +4 | UMD +7
Unchained summoner 6 (Guardian/Archmage tier 1)

Yeah, the big thing about Evil Eye is the no-save bit (well, technically there's a save, but it just affects the duration, not whether or not it hits). I like it because it always means you'll do something in combat (excepting mindless foes). It isn't as big and dramatic as a lot of other hexes are, but it's a good little tool to have.

And as you say, Rukzha - glitterdust is one that doesn't hurt in multiples. :)


Female Human HP 68/68 | AC 16 | FF 14 | T 12 | Per +0 | F: 4 | R: 4 | W: 5 | Init +2
Skills:
Craft (alc) +4 | Diplo +7 | Know (hist) +5 | Know (plan, rel) +4 | Ling +4 | Spell +4 | UMD +7
Unchained summoner 6 (Guardian/Archmage tier 1)

Arrika's leveling up:

+1 BAB
+1 Fort and Ref saves (now +2 and +3 respectively)
+5 HP
+1 Knowledge (local), Knowledge (planes), Spellcraft, Craft (weapons), Linguistics (now +4, +5, +5, +4, +5 respectively)
+ Abyssal as a known language
+1 0th level spell known (resistance)
+1 1st level spell known (magic fang)

Would you guys be interested in Arrika taking Craft Wondrous Item? Toothy, would you be ok with me taking it? I'm finding I don't have a lot clamoring for my feat slots, and if it'll be useful I'm glad to take it. If it's not a good choice I may take Skill Focus (UMD) or Power Attack to go with a cold iron longspear - it's still up in the air. If anyone has any suggestions, I'm open.


CG Male Half-elf (Kyonin) Unchained rogue 5 / ranger (demonslayer) 1 / mythic 1 | HP 55/55 | AC 20 (14 Touch, 16 Flat-Footed) | CMB +5, CMD 18 | Fort. +6, Ref. +10, Will +5 | Init. +9 | Perc. +17/+19, Sense Motive +5 | Speed 30ft | Abilities: n/a | Spells: n/a | Active conditions: None.

ran away from the fat demons...:

Unchained rogue level 3
+1 BAB
+5 hp class
+2 hp CON
+1 hp fav class
+1 fort save
+1 will save
danger sense +1 (+1 on AC and reflex save vs traps, +1 on perception not to be surprised)
finesse training (apply DEX mod to damage-shortswords)
sneak attack is now +2d6
3rd level feat: piranha strike
+8 skill ranks (acrobatics, stealth, climb, perception, intimidate, disable device, sense motive, use magic device)
+2 background skills (knowledge history, linguistics-abyssal)


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

I imagine Craft Wonderous Item won't be too useful in this game unfortunately as we'll probably be pressed for time most of the time. It might still be worth it just to get exactly the items we want, though.

There are two options for making it more useful: The trait Awaken from Stasis through Additional traits, though that'll sadly clash with your Demonbane Summoner trait. The other option is to just though it out through the night most nights and use lesser restoration to recover from Fatigue. Summoners don't actually require sleep to recover spells (unlike witches which require 8 hours). This would also allow Kelumarion to stand guard all night, letting you work uninterrupted.

Sleep rules:
Characters who do not get a full night's sleep may suffer the effects of fatigue. If a PC does not get at least 6 hours of sleep, she must make a DC 15 Fortitude save or be fatigued and take a –1 penalty on all other checks and saving throws against sleep effects. A second night without sleep requires another DC 15 Fortitude save. A failed save results in the character becoming exhausted and the penalties increasing to –2. A third failed save on the next night increases the penalties to –3. Source Pathfinder Adventure Path #44: Trial of the Beast.

For other suggestions, there are still quite a few good ones:
Superior Summoning and Evolved Summon Monster and Summon Good Monster are great if you want to further focus on summoning.
Thoughness and Improved Initiative is great for any character, especially the later one for when you get haste (not to mention mythic haste) and you go early enough to let the others benefit from it on their turn.
Summoner's Call, Resilient Eidolon and Extra Evolution are all going to improve Kelumarion.
Additional Traits can be worth it with the right traits. There are a lot of good traits out there.

@Arrika: I only have a few knowledges as class skills, while you have all of them. Any chance you can focus a bit more on local/dungeoneering religion rather than covering all the same ones I do? Sabrina also have knowledge planes, but since it's so useful in this game it might be worth it for all of us to have it.


Female Human HP 68/68 | AC 16 | FF 14 | T 12 | Per +0 | F: 4 | R: 4 | W: 5 | Init +2
Skills:
Craft (alc) +4 | Diplo +7 | Know (hist) +5 | Know (plan, rel) +4 | Ling +4 | Spell +4 | UMD +7
Unchained summoner 6 (Guardian/Archmage tier 1)

I had been picking knowledges partly based on experiences so far, but you're right - it'd probably be more beneficial to switch Know (arcana) for Know (local), especially since we've just finished with the mongrelmen and she's had her experience expanded a bit on that front. I did go Know (planes) because of the situation - it's just a hunch, but I'm guessing demons are going to be a thing. ;)

Summon Good Monster actually looks really promising - I'd flavored her summon monster ability as calling upon Kelumarion's planar allies, so being able to call on a wider variety of agathions and other good outsiders seems quite appropriate. Improved Initiative, as you said, another perennial favorite.


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

What did you put your favored class in Arrika?

+7 HP(4 class 2 con 1 FC)
+1 Fort
+1 Ref
Feat: Extra Hex (Fortune)
8 Skills: (Perception, Spellcraft, 2 Sense Motive, 2 Knowledge Planes, Knowledge Nobility, Craft Alchemy)
Spells: Known: Glitterdust, Web (I forgot Animate Rope from Patron last level). Prepeared: Glitterdust, Web

I decided to put two ranks in sense motive as it seems we are rather low on it. I'm not sure if it'll be as useful as more knowledges (arcane or nature) or intimidate, but hopefully things will work out.

Web and Glitterdust gives me some AoE that targets different saves.
@Toothy: Will it be possible to learn weak saves of the enemies through knowledges? In other games I often see descriptions like "they are fast/slow, though/frail or strong-willed/stupid".


Current Map | Loot | Critical-Fumble Generator

Rukzha is correct in her assessment about the time between events. Most of the time you'd be pressed in time or in dangerous locations and when that is not the case I'll have a pretty good access to many shops and stuff...

I think you are all done with the leveling (except for Arrika's feat), right? If so we can back to action!

@Rukzha: Sure! How about when you find a new enemy and make a knowledge check, you specifically ask for which kind of information you want, in order? This way I can give you exact the information you need (or you think you need lol).


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

I almost regret not making Rukzha a male... Seeing Elriel and Sabrina might get a thing going makes me kinda jealous :p. Of course there are actually gender transformation in the game so I guess anything is possible if you will it enough...


Female Half-orc Witch (Scarred Witch Doctor) 6 Archmage1 | Init +1 | Perc +9 SM +7 | AC 15 T 11 FF 14 CMD 13 | HP 47/47 | F +6 R +5 W +7 | SPen:11(15 vs demons) Concent:13 | MP: 5/5 | Active: Mage Armor[6hrs] |Spells prep: 2xHero, MajorI, Glitter, 2xWeb, MirrorI WBolt, Enlarge, EScre

Sorry for the wall of text/tons of posts. I know it can sometimes be daunting to go over. I hope I didn't miss anything important. Maybe we did move a bit fast with the levelup, traveling and entering the city happening all at once. Though on the other side it's nice to keep things moving forward.

Accursed hex would be much more attractive if Slumber hex actually worked as normal. With toothy's modifactions I'll have to pick up cackle + misfortune first. Which is kinda sad, because it would be awesome to have so I could pick the mythic version of the feat. The mythic version doesn't require mythic points, which is nice because with the very limited points pool I probably won't be able to afford to use points for any other options than wild arcana.

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