Jelani's The Witchwar Legacy (Inactive)

Game Master Brian Minhinnick


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Congratulations! We're going to take a couple days to finalize all details, talk about overlapping spell selection, possible party tactics and/or possible shared background connections. I am also going to audit everyone's sheet in detail now before we get started.

Please use this thread for all OOC questions/comments/discussion not directly involved with the current in game scene.


Everyone please post with their character's favorite color. There are millions of colors out there and you have access to google. Please be creative, and specific. Feel free to link. I'm gonna go ahead an presume that Poppy's is "rainbow"?


I added some more background info to the Campaign Info tab. I'm thinking that there's no chance of Cho'ankai knowing any of this going in though. Unless you can give me a convincing reason he would.


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

Ophelia is particularly fond of Sapphire Blue, especially the darker shades like that of the Logan Sapphire.


Appearance Female Gnome Oracle (Heavens) 1

Rainbow glitter. Approximately like this.


Vega - You should have 79 HP (12+55+12). I would suggest changing out your construct bane shuriken for evil outsider or giant bane ones. Everything else looks good, I didn't catch any other errors.

Gror - Your HP should be 115 (12+55+48). Eidolon's THP should be 90 (54+36). Your claws/rend should be at +18 (9 BAB, 12 str, -3 power attack). They are all primary and the rake is circumstantial. So no multiattack penalty.

I just realized you only have the base four legs as well. That means you need to evolve another set of legs for your second set of claws, or drop the rake. You need four legs with claws and two with rake. You can get rid of reach and switch out another feat for extra evolution or you can drop rend or grab. CMB should be 22 (9 BAB, 12 STR, 1 size), CMD is right at 35 (10 base, 9 bab, 12 str, 3 dex, 1 size).

======================================

I'll look at the others later today. I should be able to finish them all.


Male Human (Taldan/Tien) Gestalt Monk/Summoner 12 || HP: 75; THP: 72 || AC 56; Tch 31; FF 47; CMD 43: +2 vs Evil || DR 2/- || Fort +15; Reflex +21; Will +21/25: +2 vs Evil || Perception +40

*bows gracefully to the powers that be*

My color would have to be related to my personal Coat of Arms, which is a peaceful bastardization of the Crest of Brevoy.

Especially given his trade as a gardener, some form of Green would be best, perhaps mixed with yellow and white, blended, speckled, or streaked.

examples:

Ying-Yang 1
Ying-Yang 2
Ying-Yang 3
Ying-Yang 4
Ying-Yang 5
Streaked Jade
Splash of color!

If not, I can search for some more earthy greens and green/browns.

*ponders the issue of color*


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

Dorialis likes Izmir Purple. But only because Royal is treasonous.


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Hi all, looking forward to gaming with you! Jelani, thanks for creating this very interesting campaign, and for giving us the opportunity.

Color:
For Gror it's clear. He's never at ease like he is in the mountains (and has spent much more of his life above ground in the granite and snow than most Dwarves, so much that he doesn't have Darkvision without his Eidolon). He tries to keep focused on his quarry, but knows that careful observation of the terrain has tactical importance...and uses that as his excuse to enjoy the subtle and occasionally sharp colors of the mountains, especially the rust, gold, and fiery reds of lichen, clinging to the granite and peeking out from the snow.

An initial tactical question:
What are the various ways we can lose our Eidolons? Obviously they disappear if knocked to 0 HP. How else can they be lost? I bought a Eidolon anchoring harness as a safeguard, but this seems like a potentially exploitable weak point, and I want to make sure I (and we) understand how it can be exploited and how to defend against it.

Jelani, thank for reviewing my crunch. I'll correct HP, TPH, and the multiattack penalty. I think that his claw/rend ends up as +17 because he still needs a -1 for being Large. As far as the legs, I meant to ask if you need to dedicate a set of legs to rend, but that makes sense. I'll have to think about what to do there.


Male Human (Taldan/Tien) Gestalt Monk/Summoner 12 || HP: 75; THP: 72 || AC 56; Tch 31; FF 47; CMD 43: +2 vs Evil || DR 2/- || Fort +15; Reflex +21; Will +21/25: +2 vs Evil || Perception +40

... 12 + 55 + 12? Not that I don't mind the extra 4 HP, but I must ask... are you sure? I could have sworn it was 8 (max HP for a d8 HD monk at 1st level) + 55 (half d8 HD +1 for all other levels = 5 x 11) + 12 (toughness feat) + 0 (con score of 10 in normal form, so no bonuses there for normal HP).


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

In terms of rejiggering my evolutions, it occurs to me...I have Mage Hand as an orison. Does that give me ability to use wands/rods/open doors? If so, his tail may just become cosmetic fluff. Any mechanical disadvantage of doing so?


Male Human (Taldan/Tien) Gestalt Monk/Summoner 12 || HP: 75; THP: 72 || AC 56; Tch 31; FF 47; CMD 43: +2 vs Evil || DR 2/- || Fort +15; Reflex +21; Will +21/25: +2 vs Evil || Perception +40

Gror: Eidolons are also susceptible to Dismissal, Banishment, and (depending on your alignment) Blasphemy, Dictum, Holy Word, and Word of Chaos.

DM: I may switch some out, but I won't remove all of them. The shurikens are primarily there for the things that are immune to non-lethal damage, even if they are very rare encounters. But I will consider adding to the variety of types. :D

EDIT: Gror some more: Mage Hand is limited to 5 lbs or less, and only accomplished slow, simple, crude movements. Doors are generally too heavy, and the activation of wands is often considered too intricate. Sorry.


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

BTW, what timezones are y'all in? I'm in PDT/San Francisco, UTC-7.

And Vega's questioning of an initial 12HP applies for Gror as well.

Vega, thanks for the quick reply. Looks like I'll be keeping the tail. ;-)


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Jelani, wondering if Know(planes) helps with Kostchtchie as an outsider, and/or if Know(arcana) helps with Baba Yaga (and/or if Gror gets any circumstance bonus since this is his territory). If not, hopefully my compatriots will be better informed than I.

...and I've added another set of legs, losing reach on his left paw, and trading vigilant eidolon (and +8 PER) for a 2nd extra evolution feat (but gaining a bit of speed).


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

SO I'll be dropping the robes...

How often are we expected to be in eidolon vs everyday?

I have regular armor, wondering if I should drop it.


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Dorialis, I think we should try to be in Eidolon form whenever we're awake (and think hard about how we protect ourselves when most of us are sleeping).

Some armor/shield to make the worst case scenario slightly less terrible isn't a bad idea...but I suspect if the challenges are set against our "suited up" power levels then we'll be in a world of hurt without them.


Male Human (Taldan/Tien) Gestalt Monk/Summoner 12 || HP: 75; THP: 72 || AC 56; Tch 31; FF 47; CMD 43: +2 vs Evil || DR 2/- || Fort +15; Reflex +21; Will +21/25: +2 vs Evil || Perception +40
Gror Durrikson wrote:
(and think hard about how we protect ourselves when most of us are sleeping).

Via me. ^_^

I only need to "rest" for 2 hours, and during those two hours I am fully aware of my surroundings (no penalty to perception), so even while "sleeping" I have a +40 perception. (though I will likely occasionally hear strange voices, see visions, and have prophetic moments of realization during that time as well thanks to being a Ki Mystic)

I'm sure (especially if we don't all need to same amount of rest each night) we can set up a good rotation so we're never all without active Anima at the same time. Looks like Poppy and Ophelia also only need 2 hours, so an effective resting rotation should be quite easy to accomplish.

EDIT: I'm MDT, so UTC -6 in summer, -7 in winter. ... which means I should go to bed now, as I work early tomorr... er, *looks at the time* ... today in a few hours. >_<


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

I'm in arizona, currently the sam eas san fran


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

Current in Eastern but will be in Central after the weekend of August 10.

Alright, gang, time to help the wizard pick the remaining spells for her spellbook. I have plenty of gold left, so make any suggestions. Given that fact we are facing the reality that we're three spell levels behind what the module intended us to have, facing buffed up enemies, and living in the level era of that lovely thing known as spell resistance, just remember that it might be best to avoid anything that directly affects the enemy. Here's what I have already.

Opposed Schools: Enchantment, Divination

Summoner Spells Known (CL 12th; Concentration +16)
0th-6, 1st-6, 2nd-5, 3rd-4, 4th-4
4th (4/4)— Evolution Surge (Greater), Transmogrify, Purified Calling, Teleport
3rd (5/5)— Dimension Door, Restore Eidolon, Rejuvenate Eidolon, Dispel Magic
2nd (6/6)— Haste, Evolution Surge (Lessor), Restore Eidolon (Lessor), Barkskin, Resist Energy
1st (5/6)— Mage Armor, Rejuvenate Eidolon (Lesser), Protection from Evil, Enlarge Person, Reduce Person
0th (at will)— Detect Magic, Read Magic, Guidance, Light, Mage Hand, Message

Wizard Spells in Spellbooks (CL 12th; Concentration +20)

6th (24 pages): Summon Monster VI, Greater Dispel Magic, Getaway, Contingency

5th (40 pages): Summon Monster V, Permanency, Secret Chest, Cloudkill, Hungry Pit, Wall of Force, Magic Jar, Icy Prison

4th (16 pages): Summon Monster IV, Stoneskin, Enervation, Telekinetic Charge

3rd (12 pages): Slow, Fly, Magic Circle against Evil, Sleet Storm

2nd (8 pages): Glitterdust, Mirror Image, Rope Trick, Levitate

1st (9 Pages): Ant Haul, Blood Money, Rope Trick, Reduce Person, Silent Image, Feather Fall, Obscuring Mists, Grease, Unseen Servant

0th (24 Pages): All except Divination and Enchantment

Gror Durrikson wrote:
Dorialis, I think we should try to be in Eidolon form whenever we're awake (and think hard about how we protect ourselves when most of us are sleeping).

My suggestion? Rope Trick now and park someone at the entrance, and hopefully Mage's Magnificent Mansion next level. If that Druid gets a Ring of Sustenance, Cho'ankai's going to be a great bodyguard. Moreover, we also have Vega for all the reasons he stated.


Vega Surtova wrote:
... 12 + 55 + 12? Not that I don't mind the extra 4 HP, but I must ask... are you sure? I could have sworn it was 8 (max HP for a d8 HD monk at 1st level) + 55 (half d8 HD +1 for all other levels = 5 x 11) + 12 (toughness feat) + 0 (con score of 10 in normal form, so no bonuses there for normal HP).

-face palm- No, you're right. I dunno where I got 12. >_<*


Gror Durrikson wrote:
In terms of rejiggering my evolutions, it occurs to me...I have Mage Hand as an orison. Does that give me ability to use wands/rods/open doors? If so, his tail may just become cosmetic fluff. Any mechanical disadvantage of doing so?
Mage Hand wrote:
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

It does the above, and only the above. So no, it can't be used like a real hand/tentacle.


Gror Durrikson wrote:

Jelani, wondering if Know(planes) helps with Kostchtchie as an outsider, and/or if Know(arcana) helps with Baba Yaga (and/or if Gror gets any circumstance bonus since this is his territory). If not, hopefully my compatriots will be better informed than I.

...and I've added another set of legs, losing reach on his left paw, and trading vigilant eidolon (and +8 PER) for a 2nd extra evolution feat (but gaining a bit of speed).

Kostichie can grant spells, so he's an outsider, but more of a deity really. Knowledge (Planes) will get you the basics that he's the demon lord of giants and rage. But that's about it. Arcana same thing, you would obviously know who Baba Yaga was but not nearly as detailed as in the campaign info tab.


Dorialis Vdalik wrote:

SO I'll be dropping the robes...

How often are we expected to be in eidolon vs everyday?

I have regular armor, wondering if I should drop it.

It's ultimately up to you, but I'd expect you to be bonded with your eidolon every moment that you're not asleep or the minute after you wake up to summon it. Why wouldn't you?


I'm living in China. So GMT+8.


Rest of the Reviews:
Dorialis - Need to lower the claw damage to 1d3, still need to remove the Iterative from the claw routine. The eidolon multiattack thing only lets you do that if you have less than three natural weapons. You've got 5, (4 claws, tentacle). Everything else looks good.

Cho'Ankai - That's an amulet of mighty fists (holy) right? Not +2 and holy? Other than that your sheet looks good.

Ophelia - I didn't catch any mistakes, looks good.

Poppy - Can you put the hit dice next to your HP? Something like (12d8+x). Your natural attacks should all be at +4 damage from your str. Can you put a space between each revelation? They all kind of run together as it is now. I also need to know how much everything you bought cost, and how much gold you have left. Everything else looks good.


With reviews out of the way lets talk about formatting and stuff.

I like speech bold, thoughts italicized and ooc, in ooc. Please try to use third person narrative.

When you're making a post please put the narrative at top, followed by a line like this
__________________________________

With ooc, and rules descriptions of actions below.

I.e. I move to AX, and attack the goblin #3.

Other than that I don't really care. Each post in combat should list your current AC, any buffs or ongoing effects on you, and your current THP and HP.


Appearance Female Gnome Oracle (Heavens) 1

@Vega: As for your colors, I think this one is the coolest!


Okay, I know I said a couple days, but I thought it would take me longer to look at people's sheets. Once you've posted your character's favorite color, made final spell selection and purchases, and fixed any mistakes/requests I had go ahead and head over to the gameplay thread. There's no super rush here, it's the weekend which isn't good for some people. Once I see everyone over there hopefully next day or two I'll move things forward.


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

Huh. It seems that I've said it's been two entire decades since Ophelia's participation in Rise of the Runelords, but it only seems that it has actually been a mere three years (RotRL starts in 4707, and this story begins in 4710). Either deities in Golarion have the power to punch through time (which is somewhat believable), or I am going to need to revise some details from my end. Any suggestions?


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12
Ophelia Glinathir wrote:
Huh. It seems that I've said it's been two entire decades since Ophelia's participation in Rise of the Runelords, but it only seems that it has actually been a mere three years (RotRL starts in 4707, and this story begins in 4710). Either deities in Golarion have the power to punch through time (which is somewhat believable), or I am going to need to revise some details from my end. Any suggestions?

You know what? I'll revise twenty to two years (I said her took the group about a year to complete RotRL). The Call was written in Ophelia's perspective, and her weird elven sense of time might be occasionally prone to mental math errors, especially after a lot of studying and doing taxes. In the first formal post, she will remember that it has only been two years, but it has certainly felt much longer. If anything, the time revisions make her a more well known given that everything happened not that long ago.


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90
DM Jelani wrote:


Kostichie can grant spells, so he's an outsider, but more of a deity really. Knowledge (Planes) will get you the basics that he's the demon lord of giants and rage. But that's about it. Arcana same thing, you would obviously know who Baba Yaga was but not nearly as detailed as in the campaign info tab.

OK thanks, can you take a look at my Know skills and let me know if you think I've allocated them accurately for Gror's focus on defending against threats from Irrisen in general and the Witch Queens in particular?

I'd focused mostly on Arcana, Planes, and Nature. If those seem like reasonable foci for Gror, given his quest, then I'll leave them as is. If you think that he'd more realistically have studied more/less on some, please let me know.

Thanks,


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

By the way,I just realized I could rake two birds with one stone by buying arms and losing the tentacle instead of adding more legs. That, together with losing reach, let's me keep vigilant eidolon.


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

Correct, it's an equivalent amulet of +2 that only bestows holy.

Also, Cho'ankai's favorite color is carmine


Appearance Female Gnome Oracle (Heavens) 1

@Ophelia: I picked up a Greater Piercing Metamagic Rod for that pesky spell resistance.

@Jelani: I fixed the problems in my sheet.


Gror - I would change out nature for local. Other than that if you are focusing on learning about Irrisen and the White Queens a smattering of Geography, Nobility and History might be called for over planes. I think most of Gror's nature stuff could be covered by Survival.


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

I mixed up Cho's skills a little to better represent his communal role as shaman. Lowered his arcana and spellcraft ranks and added Survival and knowledge (religion), since it wouldn't make much sense to be knowledgeable about the spirit world without being able to identify and recognize undead.


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Re skills: thanks, I'll modify today.

Back to protecting our eidolons from banishment/dismissal, it sounds like strong Will saves are the first line of defense. I'm conservatively inclined to wear a eidolon harness for extra protection. What do others think? The other potential safeguard I see is the Summon Eidolon spell, which will bring it back in as a standard Acton for 12 rounds (and after which presumably combat is over and we can redo the standard 1 minute summons). Maybe that's sufficient?


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

I considered spending money on an eidolon harness (a body slot item that prevents an eidolon from being dismissed. full stop.) but it didn't make sense to have one before he became a synthesist.


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Right, I think the chronological order's a bit weird here. In game time, we haven't become Summoners yet, which means we wouldn't have summoner-specific gear, or feats. My impression is that (in gametime) we're just about to get transmogrified by Iomedae (or her agents), and that once we do we'll be as we've written up our characters (including, in Gror's case, his anchoring harness and his Extra Evolution and Vigilant Eidolon feats).


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

I wedged the eidolon staff into Cho's starting gear by way of making it some old stick passed down through his tribe. The harness might have been harder to justify.


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

Work had a power outage so I'm behind. I should have the updates corrected soon.

Probably going to downgrade the armor to bump up the amulet of mighty fists.

If I have the critical stuff on the character headline (AC's, Saves, HP, Perc, ongoing spells, etc), would you have an issue with the profile being a link to a google doc?

I can have it finished up tonight.


Dorialis - As long as you keep all those stats up to date and in the profile then I guess. It is your profile that I will be looking at. You also need to track your resources in the profile.

Gror - If you want to buy an eidolon harness you can. It would be something that they give you after you change. For me, the loot you have is more about fairness between players than making sense RP wise why you have every little thing. Maybe they noticed that Gror had a bunch of gold laying around and his tendencies told them he would appreciate an eidolon harness.

Cho - Same goes for you. If you want an eidolon harness for your character and the only thing preventing you is that he wouldn't have one before becoming a super-synth don't worry about it. Go ahead an buy one before we really get started.


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

I'll look at cash and items tomorrow and see if I can work it in. Thanks!


I'm adding a real world language key to the campaign info tab. I like when speaking in languages other than common to use google translate and then spoiler the text in English like Cho'Ankai did.


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Loot: I think several of us took Wands of Rejuvenate Eidolon, which again would only make sense post-Josiah. Saying they'll be granted us when we get transmogrified works for me.

Language key: I like!

Makes me think though: Is it plausible that Gror doesn't know Skald? I'd taken Abyssal as my extra language (with Dwarf and Common as gimmees)...but it seems I should trade out Abyssal >> Skald.

DM, let me know if you see otherwise.


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

I will have everything ready later today. I had some internet issues to deal with.

Also, what language would represent Elven? French?


I was thinking gaelic for Elven...As for Skald, if Gror wants to be seen as a native of the Lands of the Linnorm kings then he should know Skald over abyssal. How would he have learned abyssal anyway?


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

I'll make the switch. My thought was studying a language of potential enemies, which is something Gror might do... but Skald is the clear choice.


Yeah, it would make sense as a fourth language. That or giant. Lots of trolls and winter wolves in Irrisen.


Remember I'm hoping to see one post a day people. We've got three out of six in gameplay so far. Lets get this rolling.

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