Jelani's The Witchwar Legacy (Inactive)

Game Master Brian Minhinnick


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

@All: Give me a few more moments. I am breaking out the big descriptive guns here~

@Vega: Thank you! :D


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


Or... *random silly thought* ...do you mean a tiny (stick) figure of Dorialis being torn in two between a mobius and a lemniscate!? O_O

I was just happy to hear that Dori hadn't torn her lemniscate. That happened to me once and I was limping for a month. >_<

Ophelia wrote:
Give me a few more moments. I am breaking out the big descriptive guns here~

No worries on my end! I just realized how unprepared I was to narrate the same scene, so I took this time to prep for my own moment in the spotlight.


I like the lemniscate better than a mobius. I tend to prefer symmetry personally. Definitely your choice though.


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

maybe a mobius twisted through a lemniscate.


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

And posted. Sorry for the stupidly long wait. Work was a killer.


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

I like how different Ophelia's and Gror's experience of this is.


Appearance Female Gnome Oracle (Heavens) 1

This is sooooo like that scene in the Power Rangers Movie.


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

Poppy: just because I can, HERE is your symbol, isolated and with the grey watermark that overlapped it slightly removed.

EDIT: hahaha, I was just doing some research on the number 108, both for it's mathematical properties and the mythology behind it (as it is also an important number in many martial arts)... when I suddenly realized... this is the 108th post. ^_^


Appearance Female Gnome Oracle (Heavens) 1

Yay thanks!


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

Hey another rules Q:

Does Magic Fang affect all my claws or just one single claw?


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

Magic Fang applies to "one natural weapon", so one single claw. Greater Magic Fang is what you'd need to enhance all of your claws. (and/or multiple castings)

EDIT: the few times this was asked in the Rules forum, it was also given such interpretation by most. In particular, it must be noted the difference between "one attack" and "one attack type" or "one attack form". It is also like this with he Reach evolution, it applies to only one single attack, not attack form (so a 10 tentacle Eidolon still needs reach 10 times to get all 10 tentacles reach). Another example would be how Weapon Focus (longsword) applies to all longswords in your hangs, while the Heirloom Weapon trait applies only to that specific weapon. LINK, LINK, LINK and LINK.


What he said Gror.


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

Also... ignore my minor typing dyslexia. "Hangs"? Really? *facepalm*

*pretends to ignore all the other typos in shame*


So I was thinking about stuff, and just to make it easier and more cool for everyone, you can all have the eschew materials feat for free.


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

:O

Hurray for avoiding that awkward moment when we're all rearing to go on this epic world saving mission and all communally have to make a pit stop to go shopping for strange reagents and spell components some of us know nothing about! :D

*makes a scene of dramatically removing the spell-components-pouch from himself*


Or those of you with only one object manipulating limb want to use a metamagic rod :P


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

Hey all, I was MIA today handling my RL Pathfinder group/getting ready to launch another PbP campaign. I'll hop in and do my summon and show you the symbol I picked for Cho tomorrow!


-crosses fingers- Hope I got into that PBP game you speak of!

Edit: :( guess I didn't. Oh well.


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

Thanks Vega & Jelani, I *thought* that was the case, but I wasn't certain. I'd forgotten that Greater Magic Fang could give them all +1.


Appearance Female Gnome Oracle (Heavens) 1

Thanks Jelani!


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12
DM Jelani wrote:

-crosses fingers- Hope I got into that PBP game you speak of!

Edit: :( guess I didn't. Oh well.

That was the hardest decision ever to make. The only reason I felt even kinda' okay about it was that you're still in Reign of Winter, otherwise I may have thrown myself off a building trying to decide! :P


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

I have chosen the I'itoi as Cho'ankai's symbol. It is the symbol of a trickster god that led people from the underworld to the surface, a myth of the Hohokam people. I'm adopting it for Cho'ankai and his tribe, implying that his people receeded into the darklands during the Age of Darkness and a figure such as this guided them out of their perceived "realm of the dead" back to the surface.

The Symbol.


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

And for thos einterested, much more about its meaning can be found at that link.


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

technically, because this is bright light,

Dorialis shadow form provides a 20% miss chance.
In dim light against humans she has concealment. Anyone with low-light or darkvision can still see her and only have the 20% miss chance.
In darkness those with darkvision can still see her and only have the 20% miss chance.

That's why I was wanting the magic darkness item. Then only when a higher level light spell was cast would low-light and darkvision see through.


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

Thought that was the greek symbol of the Minotaur and labrynth


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

Nope. The symbol often used for the minotaur had it in the center of the labyrinth, while the above symbol has a human at the top edge of the maze, which itself is depicted to look as if the center was the sun radiating light. There is another symbol for the minotaur, which was often found on coins and thus had two sides, one of just the labyrinth, the other with the minotaur surrounded by a semi-circle of balls/stars. The minotaur was also often called "Asterion", it's proper name, which is also the name of the monster's foster father.

Lantern Lodge RPG Superstar 2014 Top 4

I always figured the minotaur was Jason Bulhman. *rimshot*


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

Now the question is (for me, at least)... do I add the flaming leafy Yin Yang symbol to the foreheads of my current images of Vega in Eidolon form (ONE and TWO), or leave it as is? <--- these links are now to the updates images.

*ponders*

EDIT: examples have been removed as the links are no longer functional.


This is awesome.


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

^_^

Done.

btw: the above links to the "TEST" images will no longer work, as they are now in the original file locations and the "test" ones have been removed (I really have no desire to have files named "TEST" in my image index). On that note, you may have to "reload" the original images to get your cookies updated to show the new pics.

Yes, the site I use for image hosting uses the image file name to create the urls. That way when I update an image, all links to it remain as is and show the new image instead.


Couple quick comments in response to Gror's OOC.

A) Enlarge person. Keep in mind you all count as an outsider or your base race, whichever is worse for you. Since enlarge person only works on humanoids, that means you can't cast it on each other. However the Share Spells (Ex) allows you bypass that for yourself only. So you guys can cast enlarge person on yourselves, but not anyone else in the party.

B) Out of people potentially going into melee Vega and Poppy are by far the most durable. They both have ACs over 50. Followed by Dorialis, who has a 36 and will be 50% miss/invisible the majority of the time. Then come Gror and Cho'Ankai. I've jiggered the enemies so that if one of the tougher mobs in the Veil should have around a 50% chance of hitting Poppy or Vega. That means stick together, don't get surrounded, watch your health. You're going to be putting out TONS of damage, but you're also going to be taking a ton of damage. Play it safe.


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

Thanks Jelani. I'm pasting it over here as well, since this is the right place for the discussion:

--------

Switching ooc here, to write more compactly and include things you’d see as well as what Gror will say.

Gror is clearly best in melee, and if he can charge & pounce on a foe within 80’ he’ll do so. When fighting a mix of casters and non, he’ll often target the casters, and see if he can grapple them to make casting that much harder for them. His AC should be reasonable...but is significantly lower than some in the party. His saves on the other hand are very strong, especially against spells and spell-like effects.

Support he can offer:
* Melee support! If you want an incentive for foes to stop attacking you and pay attention to someone else, Gror’s your dwarf. For foes he can successfully grapple, he'll be able to make attacking others hard to do. And foes he hits will often be shaken for the following round.
* Litany of Righteousness doubles damage of all hits from Good attackers for one round to one foe. The foe gets SR but no save. If all goes well, Gror will be using this for as many as he can of his 3rd level spells, and maybe his 4th as well. When there’s a big baddy (assuming he’s evil) these’ll be rounds where it makes sense for all to strike them while they’re under the effect of the litany.
* Flanking - since he's large, he can offer flank to several other.

Support he may need:
* Healing - I expect him to be a target often, due to his high melee damage output. He carries wands of CLW and Lesser Rejuvenate Eidolon, but they don’t help much if he’s getting dangerously low in combat.
* Transport - if a foe is very far away and would be hard to reach without several rounds of 80’ double moves, a shortcut (e.g. Dimension door/teleport) will help him start dealing damage sooner
* Buffs that improve to hit or dam / hit (enlarge, heroism, gr. magic fang) will always be appreciated, and ones that improve AC can’t hurt either.


Any items you wouldn't have had before being a summoner will come with a small paper tag explaining their use and function. So don't worry about needing to identify any "new" items your character will find in the chest.

Another thing that occurs to me many people aren't conversant with is flying rules. Make sure you read up on the fly skill. Moving upward at greater than a 45 degree angle, turning quickly, hovering and moving less than half your fly speed in a turn all require fly skill checks. If you are flying under the power of wings, getting hit can cause you to lose altitude. Keep in mind you get a bonus based off your mobility rating and a bonus/penaly based on size. You don't automatically fail on a 1, so having a fly skill modifier high enough can mean auto-success on all of the above.

I'd also like everyone to make a macro of their typical AOO for me and put it at the top of your profile above all your stats. I will do the same for monsters in my profile. To avoid AOOs holding up combat, I'd request that you roll on yourself when you provoke, and I will roll for you when the monster provokes. I will use the macro in your profile to expedite this. Something like this:

[dice=AOO claw (power attack, magic fang)]1d20+x[/dice
[dice=Damage]1d6+x[/dice

2/round, 15' reach


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
DM Jelani wrote:
... one of the tougher mobs in the Veil should have around a 50% chance of hitting Poppy or Vega. ...

^ See this? This right here? That's terrifying. I was planning on Greater Evolution Surge for Fast Healing 2 post combat to deal with most of my healing needs (240 hp healed over 12 minutes, and it's via an evolution, so it works normally on the Eidolon, and Synths share in the Eidolons evolutions, so it's one of the few/only ways to heal both your HP and your temp HP from the same source), but if they'll be hitting that often and hard, I may need some in-combat healing more often as well (and my personal healing capabilities are... limited to say the least). O_O;;

Also, I completely forgot to mention the use of my Prayer Wheel of Ethical Strength. I had intended to pretty much always use it, as even in normal worldly affairs that DR shift is more useful than naught.. however, I did completely forget to mention it, so I leave it up to you (DM) to say if I have used it earlier today or not. Obviously I'd prefer to have used it, but I'm really fine either way.


Anything with hours/level or 24 hour duration is fine to assume you have up at all times. If one of the adventuring days goes longer than 12 hours, I'll just put out a reminder to people that they either need to rebuff or update their stats. In fact, if something matches those criteria (mage armor comes to mind) just put it on your sheet in your normal stats. Those are what I'm going to be referencing during combat if I need to find your numbers, and unless you guys are perfect at listing all your current buffs in every combat post, then I might miss something.


Also, it might not matter that much since this is most likely going to be a one-off scenario, but does anyone want to volunteer to be the loot record keeper for the party?

Edit:If this game/group goes well and I keep enjoying it as much as I have so far I might run a Dungeon magazine adventure for 3.5 called The Storm Lord's Keep. Maybe.


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

Oh man I remember the Storm Lord's Keep. That was one of the first "epic" adventures I think, in that there was a chichemec in there somewhere, or something.


Yeah, it's 21st level. Second of three published epic level adventures that I know of. It'd be kind of a lot of work to convert though, so I'm not making any promises.


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

You could always run the Moonscar and scale the monsters up. That's another 17th-level adventure.


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

To follow up on Gror's discussion of general tactics/strengths/weaknesses...

If he has the choice, Vega will always opt for diplomacy first. If there is a way to succeed without any loss of life, that is what Vega will try to do. Vega also knows that such is not always possible, and will never willingly allow his beliefs to put others in harms way... as such, he will almost always be in the middle of melee as well.

Strengths

His ability to avoid blows completely is his greatest strength. I have a feeling that Blur is going to be one of my favorite spells. His saves are decent, and he is completely immune to every elemental energy type.

Offensively, while he can move about quickly, he prefers to remain relatively still, allowing enemies to waste energy running around as he pummels them into submission. Vega always uses nonlethal damage unless there is no other choice. Things that remove this choice: fighting undead, fighting constructs, when using natural attacks (bite and tail slap), and using shurikens at range. Like Gror, pretty much everything will be Demoralized/Shaken after he hits it (+38 Intimidate for free on every attack that does nonlethal damage).

A favorite tactic when Vega can full attack is to open the Flurry with Dim Mak (first attack targets Touch AC and is a Stunning Fist attempt DC24 and also gains a free Intimidate to demoralize). Even if they don't end up stunned, chances are very high they will be shaken. The next attack is as normal, but if it hits, all the rest of his attacks for this round and the next are made against Flat Footed AC. The first of those (5 more attacks) will likely be an Elemental Fist for extra damage, then a series of regular attacks. The shaken condition lasts for a number of rounds equal to the total damage dealt, and critical hits add 1 round of Frightened as well. If the foe is already shaken from Gror or someone else before Vega attacks, then he targets FF AC after the first attack instead of the second. Following rounds I may use Ki for an extra attack instead of Dim Mak, depending on how I feel at the time. ^_^

(and if by some miracle we get to level 17 (once per hour) I can Flurry of Blows/Pounce when I charge, and in that charge I can move at 10x my speed ... *dreams*)

Defensively, if Vega "starts and ends his turn in the same space" he become immune to Trip, Bull Rush, Reposition, and anything that forcibly moves him or attempts to make him prone (except for teleportation magic... that immunity comes at level 16). Also (when he starts and ends his turn in the same space) his CMD goes up by 2 points.

Vega will always try to position himself between enemies and allies, so if they try to move around him, he'll at least get an AoO (possibly stacking on a Stunning Fist to the AoO to literally stop them from getting to anyone else).

Support wise (in addition to being a flanking buddy), Vega can use 1 Ki as an immediate action to give one person within 30' of him a reroll of any failed attack roll or saving throw. The only caveat is that you must be able to hear Vega, as it is flavored as a word of sage advice given at just the right time (either as a sensei giving instructions on martial techniques, or the all too common "look out/duck!").

Vega have a +40 Perception and +26 Sense Motive... He's good at noticing things! :D

Vega also starts each day with a free Divination about upcoming events (no further than 1 week into the future).

Weaknesses

Vega's relatively low con means he doesn't have that many HP and is somewhat weak against things requiring a Fort Save. While the theory is his AC and DR would mitigate the low HP, it is still a very serious issue to worry about.

His own healing abilities are limited. He did not invest in wands or potions, and so is pigeon holed into using Ki to heal (24 HP per point spent), spells (the rejuvenate spells and greater evolution surge for fast healing), natural rest, and aid from others.

While - as a martial type - Vega can keep on going for a long while (as long as he had HP, basically), his coolest abilities (Dim Mak, granting rerolls to allies, etc) are limited by his Ki. He only has so many points per day, and I plan to keep at least 1 point in reserve at all times (some abilities only function while he has 1 point of Ki in reserve).

Vega cannot penetrate DR/Adamatine (until level 16). He has shurikens to deal with this, but he only has so many.

His desire to preserve life - even those of enemies - means he'll often end up right in the middle of the most dangerous of areas/situations.

While Evolution Surge (lesser and normal) can grant him flight, he does not fly inherently. He does however have a +42 to acrobatics to jump (even without casting the Jump spell and/or Cat's Grace), so he can potentially reach creatures flying up to 30' in the air (check result of 62 on a natural 20 divided by 4 = 15.5' + 5 feet for my actual space + 10' reach w/bite. A roll of a natural 1 still gets me 10.75' high before body space and reach)... So that may limit his capabilities in some situations.

While he can grant others a reroll on saves (in a limited way as mentioned above), he has no way of rerolling himself. If he fails a save, he fails.

Other things to know

While Haste will give Vega an extra attack and a bonus to hit, AC, and reflex saves, it will not increase his movement speed (he already has a +40 enhancement bonus inherently)... though it will increase his Climb speed (yes, Vega has a climb speed)

If there are many foes around us, Vega may Dazzling Display to make them all shaken right off the bat rather than going in to melee them one at a time.

20 uses of a Healer's Kit and a +15 Heal skill means Vega can take 10 to treat deadly wounds on each of us once per day, healing 20HP in addition to natural healing from resting and long-term care. (though each time I treat deadly wounds, it uses up 2 uses of my kit, so I can only do this 10 times right now)

(and if we somehow even get to level 15, I will then have Spring Attack and Combat Patrol, which (especially combat patrol) will greatly increase Vega's ability to tank and defend others... yes, I have made a general plan for advancement should it happen)


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

Hm, other than Book 6 of several Adventure Paths (which could be awkward to jump into), there isn't too much high level content out and available for Pathfinder (that I know of). Everything else I can think of would require conversion of various degrees. (most of the ones I can think of are actually 2e AD&D high level modules)

Rod of Seven Parts (10-12)
Dragon Mountain (10-15)
How the Mighty are Fallen (11-14)
A Paladin in Hell (15-20)

Note that in "How the Mighty are Fallen" one of your quests is to hunt down, slay, and harvest parts of the Tarrasque. At levels 11-14. How things have changed.

1e:

Queen of the Demonweb Pits (10-14) (again, at the end of this one, you face off against Lolth herself)

you know what, given what you actually face in the older modules and what they'd end up being converted to in Pathfinder, pretty much any 1e/2e AD&D module that is above level 10 could be considered "high level" (though I haven't seen the content of them all, so I could be wrong).

Official 3.5 that I know of:
Lord of the Iron Fortress (15-17)
Bastion of Broken Souls (18-20)

*shrugs*


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

There is an amazing Dragon Magazine adventure (epic, but it could be re-tooled) called the Quicksilver Hourglass that would be really amazing to see converted.


I started a conversion on the Quicksilver Hourglass actually. I was going to run that because this epic game that was proposed here on the boards was taking waaaaaaaaaay too long to get started. I actually poached Vega and Dorialis from that recruitment thread :P Hourglass is a 25th level module, rife with content from the epic level handbook. I got a few encounters in before I decided it was a hell of a lot of a work, and not really fair since the PCs wouldn't have access to epic feats/magic. The adventure actually culminates with fighting a god, and I don't even have the epic level handbook, or deities and demigods. So yeah. Not gonna happen.

I decided to run this instead (since it's the highest level PFRPG adventure out there), and combine it with the synthesist super hero idea I'd been kicking around. Honestly, there's not that much difference between your stats here and those that were being thrown around in the epic level game. Less gear, no 7th, 8th, 9th level spells. But for 12th level characters, you guys are badass indeed. The Storm Lord's keep should be more manageable if I go that route. At 21st level the epic content would be limited, and there's a sidebar that tells how to scale the adventure down to non-epic levels.


Here's the first encounter that I converted from Quicksilver Hourglass:

Stats:

Huersefful "The Shrouded Eclipse CR 27
Male Human Lich Sorc 20/Agent of the Grave 5

LE Medium Undead (Lich)

Init +; Senses Darkvision 60'; Perception +

DEFENSE

AC 51, touch 22, flat-footed 44 (+20 armor (EMA), +4 shield, +7 dex, +5 natural, +5 deflection)

HP 421 (27d6+324)
DR 15/bludgeoning and magic, DR 5/-

Fort +13, Ref +19, Will +24 (+4 vs spells cast by undead)

Defensive Abilities: A lich gains channel resistance +4; Immunity to cold and electricity, undead traits, resist fire 20

OFFENSE

Speed 30 ft.

Melee touch +12 (paralyzing touch)

Ranged

Space 5 ft., Reach 5 ft.

SPELLS (CL 24)

0- acid splash, daze, detect magic, disrupt undead, flare, message, ray of frost, read magic, touch of fatigue

1 (9/day)- charm person, chill touch (b), expeditious retreat, magic missile, ray of enfeeblement, shield

2 (9/day)- blindness/deafness, false life (b), ghoul touch, acid arrow, mirror image, touch of idiocy

3 (9/day)- dispel magic, fly, lightning bolt, protection from energy, vampiric touch (b)

4 (9/day)- animate dead (b), bestow curse, dimension door, ice storm, shout

5 (8/day)- cone of cold, dominate person, hold monster, wall of force, waves of fatigue (b)

6 (8/day)- contingency, greater dispel magic, true seeing, undeath to death (b)

7 (8/day)- finger of death (b), greater teleport, symbol of weakness, waves of exhaustion

8 (8/day)- horrid wilting (b), moment of prescience, orb of the void, power word stun

9 (7/day)- energy drain (b), imprisonment, wail of the banshee, wish

SPECIAL ABILITIES

Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

Paralyzing Touch (Su) DC 35: Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Undead Traits (Ex): Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

Lich’s Touch (Su): At 1st level, the Agent of the Grave becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the Agent of the Grave class he attains. This ability allows him to heal undead minions, and himself upon attaining the negative energy affinity ability at 4th level. He can use this ability a number of times per day equal to 3 + his Charisma bonus.

Unholy Fortitude (Su): At 1st level, the Agent of the Grave can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first Agent of the Grave level and every time he gains a level in any class thereafter, the character may choose to add either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.

Undead Manipulator (Ex):At 2nd level, the Agent of the Grave gains great insight into the minds and necromantic forces controlling undead creatures. An Agent of the Grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Agent of the Grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Negative Energy Conduit (Ex): At 3rd level, an Agent of the Grave bolsters undead around him. As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.

Death’s Shroud (Su): As an Agent of the Grave gains power within the organization, he often must infiltrate other groups to gain further knowledge. At 4th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the Agent of the Grave’s highest caster level.

Negative Energy Affinity (Ex):At 4th level, the Agent of the Grave, while still technically alive, is healed by negative energy and harmed by positive energy, as if it were an undead creature. If the Agent of the Grave is already undead, this ability grants no additional benefit.

Secrets of Death (Ex): At 5th level, an Agent of the Grave draws upon secrets held by the Whispering Way to gain insights into necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Intelligence modifier. For example, an Agent of the Grave with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Agent of the Grave with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Agent of the Grave may choose to add spells he cannot yet cast—this does not allow the Agent of the Grave to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Undeath Initiate (Ex): At 5th level, an Agent of the Grave has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Agent of the Grave loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Agent of the Grave seeking undeath.

STATISTICS

Str 10, Dex 25, Con -, Int 15, Wis 20, Cha 34

Base Atk +12/+7; CMB +12; CMD 29

Feats: combat casting (b), craft wonderous item, combat expertise, extend spell, greater spell focus (necromancy, evocation), maximize spell, silent spell, spell focus (necromancy, evocation)(b), spell penetration, greater spell penetration, still spell (b), quicken spell, weapon focus (touch), power attack

Skills: w/e @ 27 ranks

Racial Modifiers: +8 racial bonus on Perception, Sense Motive, and Stealth checks. A lich always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills.

Languages:Common, Abyssal, Infernal

Gear: +3 wounding adamantine morningstar, headband of charisma +6, cloak of resistance +4, ring of protection +5, greater ring of fire resistance, greater rod of maximize metamagic, scroll of disjunction, 15,000 GP diamon and opal powder, 500 GP ointment, statuette 1,500 GP
========================================================================
The above lich, and seven of these guys:

"Crawling Head" CR 20 XP 307,200
NE Huge undead (evil, extraplanar)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +35
Aura fear aura (40 ft., DC 36)

DEFENSE
AC 31, touch 19, flat-footed 29 (+9 deflection, +2 Dex, +12 natural,-2 size)
hp 378 (28d8+252)
DR 15/cold iron and good

Fort +18, Ref +11, Will +20 SR 31
Defensive Abilities channel resistance +4; Immune undead traits

OFFENSE
Speed 60 ft., climb 60 ft. (spider climb)
Melee Bite +27/+22/+17/+12 (2d6+13/19–20/×4 plus death touch)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 20th; concentration +29)

Constant—foresight, true seeing
At will—circle of death (DC 25), control undead (DC 26), invisibility, plane shift (DC 26)
3/day—energy drain (DC 28), finger of death (DC 26), soul bind (DC 28), unwilling shield (DC 25)
1/day—quickened destruction (DC 26), wail of the banshee (DC 28)

STATISTICS
Str 24, Dex 15, Con —, Int 16, Wis 19, Cha 29
Base Atk +21; CMB +24; CMD 50 (can’t be tripped)
Feats Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Critical Focus, Great Cleave, Greater Weapon Focus (Bite), Improved Critical (Bite), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (destruction), Vital Strike, Weapon Focus (Bite)

Skills Diplomacy +37, Disguise +40, Fly +39, Knowledge (planes) +31, Perception +35, Sense Motive +35, Stealth +29
Languages Common, Celestial, Infernal; truespeech

SPECIAL ABILITIES
Death Touch (Su): Creatures hit by either a grim reaper’s touch attack or by a weapon wielded by a grim reaper must succeed at a DC 33 Fortitude save or gain 2d4 negative levels. The save DC is Charisma-based. A grim reaper can channel this ability through any weapon it wields. A humanoid slain by a reaper’s death touch is consumed in unholy fire and has its remains destroyed as the destruction spell. This is a death effect.

And that's just the friggin' doorman and his pets. >_>*


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

I will get my post up early tomorrow. I had a very busy day today.


Appearance Female Gnome Oracle (Heavens) 1

Continuing the tactics discussion...

Miss Poppy is going to focus on crowd control during battle. Her main tactic will be flying around the battlefield spraying rainbows and stars at the bad guys and making them stop and look at the pretty colors. She'll use Colorspray, Hypnotic Pattern, and Rainbow Pattern for that. The saves against these spells will be pretty tough to make, plus I've got Awesome Display so she can hit more monsters, even multiple ones with high hit dice. I plan on using Evolution Surge sometimes to get extra Charisma before a battle, too. I've also got the Greater Piercing Metamagic Rod I can use on three spells per day to help get through spell resistance. Other crowd control spells include Silence, Dispel Magic, Grease, Wall of Fire, Ghostbane Dirge, Baleful Polymorph, and Obscuring Mist.

As for buffs and party support spells, she's got Protection from Energy, Haste, Greater Invisibility, Stoneskin, Resist Energy, Protection from Evil, Dimension Door, and Teleport. Greater Invisibility is one of my faaaaavorite spells but I don't plan on using it on Poppy too much, since the whole point of Poppy is to be a distraction. Her AC is 50, so if she draws some fire, that's okay. I also don't plan to use Dimension Door or Teleport on myself very much since with wingless flight and +19 Fly skill, Poppy is extremely maneuverable. I'd love to use Greater Invisibility and Dimension Door/Teleport on other party members, however. Especially on Gror! Can you imagine being attacked by a large invisible teleporting stone gargoyle????

Poppy will be the main healer, so after the battles she will freshen everyone up if they don't have the means to heal themselves. In addition to healing, she's got the spells to remove curses, diseases, poisons, enchantments, ability damage, fear, all the nice divine stuff. She has Resurrection, but we need 5000 gold for that :) Hopefully we won't have to use it! She also has a wand of Infernal Healing and a wand of Lesser Rejuvenate Eidolon.

She has Spray of Shooting Stars, Fire Wall, and Chain Lightning that deal electricity or fire damage to support the damage-dealers if need be. She has five attacks with her horn, hooves, bite, and tentacle. And she can summon an otherworldly being that can scare an enemy to death. Really looking forward to that one!

Question for everyone: Since we all can have Haste, do we want to do a rotating Haste-casting or should we designate who will cast it? Since Ophelia and I are the main support staff, maybe the two of us should take care of it. I can't think of another spell that is as important as Haste that we all can have that we'll want to at least try to use every combat.

I'm so excited to try out all this fun new stuff! The only thing I'm worried about is having too many options!


I added a link for the encounter map and EXP to the campaign info tab. I will be making a gameplay post shortly as it seems people are heading up the stairs.


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

*facepalm*

I can't believe I missed Josiah teleporting away.

*shame*

Well, at least it got some of Vega's methodology out in the open for others, anyways. *tries to make the best of his goof*

:/

Also: GOLEMS!? NOOOOOoooooooooo....... *starts to ignore what he actually knows about them*

Question: will consumables/ammunition be used up in this fight? Or is even the knowledge of "it gets used up/it will be replaced afterward" too meta at this point?


No, this is your stuff. Anything you use here will be permanently gone. However you do know that you won't die here. So it's up to you whether it's worth it or not.


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

Cool, thanks. *goes and works on his post*

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