Jelani's The Witchwar Legacy (Inactive)

Game Master Brian Minhinnick


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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

I'll fully admit... when I chose spells known for Vega, I was thinking only about what thematically made the most sense for him.

...and every time I intended to look over Ophelia's selection and give suggestions/advice, I ended up irreparably distracted and never did. Sorry. :(

Here's a question I just want to toss out there (especially as there are only 2 of us who have the potential to take environmental damage from the cold here): Would it be better to simply cast the normal 1st level endure elements instead of the 2nd level endure elements?

The 1st level endure elements has a duration of 24 hours, so 2 1st level spells covers the whole party.

Wait a second... Cho's casting of Communal Endure Elements should have 24 hours to spread to whoever needs it. *should have read the spell description earlier* So the divide of hours of endure elements is much greater than what was originally posted. I don't have time to figure it out at this moment in time, but is that enough to cover everyone for the day, or would two castings of regular Endure Elements be the better choice?


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

If I have it figured out right, doesn't matter what size I am, as long as my Eidolon is not smaller than me.

So, I can keep the permanent reduce person, be small when not wearing the eidolon. In combat, activate evolution surge and go from medium to large. Then cast enlarge person and end up huge.

As for spells,I swapped expeditious retreat for endure elements (Since ER doesn't affect fly speed). So that's one less person to worry about for the elements.
I'm looking to buy a scroll or two of transmogrify and take another spell in that slot.


Dorialis Vdalik wrote:

If I have it figured out right, doesn't matter what size I am, as long as my Eidolon is not smaller than me.

So, I can keep the permanent reduce person, be small when not wearing the eidolon. In combat, activate evolution surge and go from medium to large. Then cast enlarge person and end up huge.

As for spells,I swapped expeditious retreat for endure elements (Since ER doesn't affect fly speed). So that's one less person to worry about for the elements.
I'm looking to buy a scroll or two of transmogrify and take another spell in that slot.

Yes, the bolded line is correct.


Appearance Female Gnome Oracle (Heavens) 1

@Vega: I think it's great that you are always keeping Vega's character at the front of your mind when you make decisions. And I can understand getting distracted by wizard spellbooks :)

I just checked, and Communal Endure Elements is actually worse than regular Endure Elements. With Communal, the 24 hours is divided among the creatures touched instead of 24 hours per creature touched like the first level spell. So, if Dori's got Endure Elements now, then only Gror needs it.

@Ophelia: I've got Silence, and the DC will be 22, so Lucero can drop it and take Communal Endure Elements. As for his other spells, everything looks good. His Cleric stuff doesn't overlap with my stuff all that much. I actually don't have Protection from Evil, but our Inquisitor and Lucero have that, so that's fine. I'll go ahead and replace Endure Elements, Communal on my list and keep regular Endure Elements. I'm deciding among Defending Bone, Delay Poison, and Hold Person as the replacement second-level spell.

@Gror: Your logic for spell selection sounds great. I've also never been this high level! Or an oracle :)

As for Haste, I still think Poppy or Ophelia should take care of that and the rest of you can take some other fun stuff instead! Though, if Lucero has Sorcerer spells, he also has access to Haste.

And as for Protection from Energy and Resist Energy, Poppy has Protection from Energy, Protection from Energy, Communal, and only the lower level Resist Energy spell. So, if people have those and want to switch them out for another spell, go ahead!


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

Don't worry about Ophelia's spell selection at the moment. I am still working on it. Yeesh, wizards are a lot of book keeping.

Literally!

*drum rim*


Lol


Appearance Female Gnome Oracle (Heavens) 1

I think being a wizard is so stressful! I commend you for doing it at this high of a level!


What's the holdup here people? No one has posted since Sunday in gameplay and it's Wednesday night where I live right now. Dorialis, the party has asked for someone stealthy to go scout the camp, you gonna step up or what?

Me giving you all the chance to make a character changes wasn't intended to put the game on hold while we spend 50 years nitpicking every minor detail of spell selection or party efficiency. Please have any changes you want to make done within the next 24 hours, and I'd like to see a gameplay post from everyone in that timeframe as well.

I know that this is only fun and games and RL takes precedence. But it's only fun for me to DM when I have a steady stream of interesting posts from my players to read. Otherwise it's just a bunch of work.


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

Agreed, and my apologies as well.

I'll sheepishly admit that if there is one day I'm least likely to post, it will be Mondays due to regularly scheduled RL activities, but I'll still make an effort, so it shouldn't be assumed that I won't post. It's just the day I'm the busiest. The only reason I didn't post yesterday (Tuesday) is because I wasn't sure if I should assume we were all just standing in the cold in awkward silence or not. In retrospect I should have at least given a "what's up" post here as you just did, and was actually thinking about just that as I woke up today.

I'll get something posted in game in a few hours no matter what (well, unless it's not possible like a power outage severs my internet connection, an accident sends me to the hospital, I become the victim of crime, or whatnot... but I'm assuming (and hoping) that won't happen) ^_^


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

I was under the impression we were taking a small fine tuning break. Give me a couple of hours to finalize everything. Meanwhile, I have the party scout at my finger tips, and I have yet to formally introduce the big snake.


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

I was just waiting for the others to post once in conversation before I went again so I have a little more to go off of.


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

My apologies, I'll get the post up momentarily.


Sorry if my last post was a little pissy. Rereading it, it comes off that way. Thanks for responding quickly though guys :)


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

Ophelia Changes:

1) Switched out Aqueous Orb on Ophelia's Summoner Spells Known List in favor of Greater Invisibility. I think it would just generally prove to be more useful to have more ready access to it.

2) Purchased 17 gp worth of Roasted Boar for Lucero. Guy deserves to eat like a king.

3) Since I am using Cho's Staff of Eidolons, I got rid of my Wand of Lesser Rejuvante Eidolon. Everyone in the group knows these spells, and we have three wands and a staff of it already.

4) Nixed her spell component pouch because of the Eschew Materials DM freebie.

5) Swapped Lucero's Silence in favor of Endure Elements (Communal).

6) Made a lot of changes to the spellbooks, but I think this list is golden.

Bold indicates free spells from leveling up.

6th (66 pages): Summon Monster VI, Greater Dispel Magic, Getaway, Contingency, Undead Anatomy III, Hardening, Disintegrate, Permanent Image, Planar Binding, Sirocco, Cold Ice Strike

5th (70 pages): Animal Growth, Summon Monster V, Permanency, Secret Chest, Cloudkill, Hungry Pit, Wall of Force, Icy Prison, Life Bubble, Wall of Stone, Telekinesis, Stoneskin (Communal), Persistent Image, Phantasmal Web

4th (48 pages): Summon Monster IV, Stoneskin, Enervation, Telekinetic Charge, Stone Shape, Secure Shelter, Confusion, Wall of Ice, Dimension Anchor, Illusory Wall, Arcane Eye, Resilient Sphere

3rd (63 pages): Slow, Fly, Magic Circle against Evil, Sleet Storm, Water Breathing, Resist Energy (Communal), Mad Monkeys, Stinking Cloud, Blacklight, Halt Undead, Shrink Item, Nondetection, Dispel Magic, Magic Circle against Chaos, Magic Circle against Law, Gentle Repose, Aqueous Orb, Fireball, Share Language (Communal), Force Punch, Wind Wall

2nd (24 pages): Pyrotechnics, Mirror Image, Stone Call, Resist Energy, Web, Rope Trick, See Invisibility, Darkness, Make Whole, Share Language, Fog Cloud, Obscure Object

1st (12 Pages): Ant Haul, Blood Money, Mount, Silent Image, Feather Fall, Vanish, Unseen Servant, Obscuring Mists, Endure Elements, Ear Piercing Scream, Anticipate Peril, Comprehend Languages

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


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

Once last thing, Jelani.

I would like to swtich a couple of feats. I know you allowed all Paizo material, but it seems that unlike Rise of the Runelords's update to Pathfinder rules in the Aniversary Edition, Curse of the Crimson Throne is still strictly 3.5. There is a feat that I would love to grab out of Player's Guide.

Acadamae Graduate wrote:

Acadamae Graduate

Source Curse of the Crimson Throne Player's Guide pg. 11

You have passed the grueling Test of Summoning and graduated from the Acadamae.

Prerequisites: Specialist wizard 1st; cannot have conjuration as a forbidden school.

Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.

Mechanically speaking, it looks like it would work just fine in either edition. Fluff wise, Ophelia is an 140 year old elf, so her having trained around Varisia wouldn't be that outlandish. The fluff says that the school attracts students from as far away as Geb and Cheliax. I would be happy to write a couple of paragraphs about her time when she was the young age of ninty.

The other new feat would be improved Initiative. I would switch out both Spell Specializations.


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

Oh, I also switched Contingencies from Barkskin to Greater Evolution Surge.


Looks good Ophelia. The feat is fine.


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

Oh, switched Quicken Spell with the Opposition School Arcane Discovery (Divination). My final feat selection is as such:

1st Campaign Bonus: Eschew Materials
1st Racial Bonus: Run
1st Wizard Bonus: Scribe Scroll
1st: Acadamae Graduate
3rd: Spell Focus (Conjuration)
5th: Augmented Summoning
5th Wizard Bonus: Fast Study Arcane Discovery
7th: Superior Summoning
9th: Improved Initiative
10th Wizard Bonus: Opposition School Arcane Discovery (Divination)
11th: True Name Arcane Discovery


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

One last thing, I switched a handful of prepared spells for the current in-game day because of recent revisions in party spell selection and my shift in feat selection.

Getaway-->Summon Monster VI; Can't spontaneously cast SMVI anymore, and everyone has D-Door or Teleport. Redundant.

Summon Monster IV-->Open Slot; Three of those things were redundant.

Resist Energy (Communal)-->Blacklight; Poppy added RE(C) to her spell list, so memorizing it was redundant.

Vanish-->Anticipate Peril; I just realized that I have at-will Invisibility.

Ant Haul-->Silent Image; Gror is Large and has 34 Strength. Cho is Huge and has 34 Strength. It was not needed.

With approval of those changes, Ophelia is officially finalized. :)


Sounds good. Just waiting on Dorialis to presumably go scout the camp. Or someone else.


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

I grabbed Share Languages. It lasts 24 hours, and lets Cho speak Common and two other of Ophelia's Languages of his choice.


Good idea. Language barrier is cool, but surmounting it with magic is also cool.


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

argg, trying to build a staff of darkness, realized that the pricing was material cost.

So I'm setting 10k aside towards buying a staff.

Blacklight 3 charges; 400x3x8=9600x.33=3200
Dark-Light 3 charges; 300x3x8=7200x.33=2400
Darkness 1 charge; 200x2x8=3200

Cost 8800, retail 17,600

Those are all wizard spells, could I add a cleric spell to it?

I'm using UMD to use the staff.


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

Oh, that's right. Poor Dori doesn't function well in bright light, does she? Any way we can remedy that without me having to blow our cover with Darkness?


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

Would invisibility be enough, for now? I'm sure we'll find a dark place before too long...but it clearly doesn't make sense to have a cloud of darkness buzzing around.


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

I do believe invisibility would work great for Dori in this situation. Being invisible and having cover (snow banks) provides plenty to use stealth, at which point it's more about using the terrain to not be seen while using your skills to not be heard, rather than simply blending into (non-existant) shadows.

Someone just needs to make Dori invisible. ^_^


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

Cho has greater invisibility from his summoner levels, he could render Dori invisible.


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

The regular version might be best. Greater only lasts rounds, while the other lasts for minutes. Last thing we need is for Dori to become visible right in the open.


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 comedic effect! ...or would that be disastrous? *shrugs and walks away nonchalantly*

(don't mind me. I'm 4.5 hours into a 15 hour day and already bored silly)


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

Gror has Invisibility on his spell list and would happily cast it on Dori, if she doesn't have it herself.


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

It seems that she does have Invisibility, so now we just need to get her to a dark spot. I think I know what to do. Operation Seeing Eye Wizard is ago!


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 bought a wand of penumbra, but those 50 charges will go fast. The invis will help with the scouting, but not the light-sensitivity.

I have both versions of invis and can handle that on my own. Since I fly, I won't be making tracks in the snow either.

Anyone know how to craft snow goggles?


I will update this later today when I get home from work.

Lantern Lodge RPG Superstar 2014 Top 4

Also holy crap initiative:

Cho'Ankai: 1d20 + 5 ⇒ (20) + 5 = 25
Poppy: 1d20 + 5 ⇒ (20) + 5 = 25
Dorialis: 1d20 + 6 ⇒ (20) + 6 = 26
Ophelia: 1d20 + 10 ⇒ (20) + 10 = 30

Four team members rolled 20s!


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

How many of us can fly or otherwise have non-walking movement/not impeded by overgrowth? I could have Cho cast plant growth to affect like a 100' radius (or variations thereof) sphere to reduce all the giants' speed to 10. This would completely screw up any attempts to charge us and leave them with their inferior rock throwing abilities.

Thoughts?


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

I think literally everyone sans Cho is flying at the moment.


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

Beautiful.


Appearance Female Gnome Oracle (Heavens) 1

Miss P is definitely flying!


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

While at the moment Vega is flying, he is technically faster while grounded (60' land speed, 40' fly speed at the moment. Fly would be only 20 if not for haste. Though if I kept my wings - making the flight extraordinary - and used the 2 extra surge points to increase the flight speed instead, I'd have a flight speed of 90 with haste... but then I'd not be able to auto-hover and would have to flap my noisy, wind-blowing wings beside the giants... not a wise choice in my opinion).

So yeah, in short: you have Vegas full approval to unleash natures wrath upon them. ^_^


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

That'll be what I do after the surprise round, then. Just crowd-control the whole damn lot of them. I think I may delay until after the giants go so some of them can get clustered together for fire snake, but we may not even need that, depending.


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: do you mean +50% damage because of elemental vulnerability (so 24 and 42 damage)? Or is there something else causing the double damage?


Appearance Female Gnome Oracle (Heavens) 1

Oops, you're right! I misremembered the cold subtype stuff. Thanks!


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

What does 50' mean on Ophelia and Poppy? (and 30'/25' on Lucero/Dori)?

BTW, I'm on vacation (with the inlaws) this week so my posting times are irregular now, and a higher percentage are from a phone, but I expect to still post daily and hope to often still have time for longer posts.


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

I'm guessing that's their elevation as they are flying.

...but that's just my guess.


Yeah, altitude. If you are flying I will put a height next to you. I guess I should give everyone one, but I wasn't sure exactly what heights everyone was at. Busy day with work today, but I should hopefully have an update up at some point before I go to bed.


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

Thanks. Two more rules Qs:

(1) Does one get a swift action in a surprise round? At first I thought no but I just read

swift action wrote:


You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

Which makes me think yes. If so, Gror declared a Bane on Giant humanoids and did +4d6 to his opponent.

(2) If there are >1 foes within reach, can I attack one with my claws until it's dead and then move on to the next? (I know I could with fighter with multiple strikes, but don't know whether these claw attacks are simultaneous or consecutive.)

If so (given that I'm writing one post and don't know their HPs) if I'm in a situation where I could do this can I just say that I move on to foe two if/when foe one has dropped?

Thanks again.


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

Some rules clarification that has been nagging me in the far reaches of my mind and just finally decided to rear its ugly hear. It was a whole "something doesn't seem right, but I can't place my finger on it" week.

Ophelia mentioned that Giants can only throw rocks within 120' and that she'd be safe 150' up. I thought the "rock throwing: 120'" was the range increment, and they can in fact throw rocks 5 times that distance, at a -2 penalty for each increment of 120' past the first 120'.

'course, we still get to act before they do once the normal round starts, so hopefully we'll either make short work of them or they focus on us on the ground (or don't even notice anyone flying above them).

*gets ready to defend self from the barrages of "shut ups!" from everyone*

//>_<;;\\


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12
Vega Surtova wrote:

Some rules clarification that has been nagging me in the far reaches of my mind and just finally decided to rear its ugly hear. It was a whole "something doesn't seem right, but I can't place my finger on it" week.

Ophelia mentioned that Giants can only throw rocks within 120' and that she'd be safe 150' up. I thought the "rock throwing: 120'" was the range increment, and they can in fact throw rocks 5 times that distance, at a -2 penalty for each increment of 120' past the first 120'.

'course, we still get to act before they do once the normal round starts, so hopefully we'll either make short work of them or they focus on us on the ground (or don't even notice anyone flying above them).

*gets ready to defend self from the barrages of "shut ups!" from everyone*

//>_<;;\\

My kingdom for an edit button.

Once again, my bad. One sentence in a massive collection of text is easy to miss. Let's just say that it's that bad jerky from the previous night still throwing her off. She will correct herself after everything is said and done. XD

That being said, good luck hitting her 40 AC and 20% concealment with like a +10 modifier.


Gror Durrikson wrote:

Thanks. Two more rules Qs:

(1) Does one get a swift action in a surprise round? At first I thought no but I just read

swift action wrote:


You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

Which makes me think yes. If so, Gror declared a Bane on Giant humanoids and did +4d6 to his opponent.

(2) If there are >1 foes within reach, can I attack one with my claws until it's dead and then move on to the next? (I know I could with fighter with multiple strikes, but don't know whether these claw attacks are simultaneous or consecutive.)

If so (given that I'm writing one post and don't know their HPs) if I'm in a situation where I could do this can I just say that I move on to foe two if/when foe one has dropped?

Thanks again.

Yes, yes and more yes. In fact, if you were adjacent to two foes and some of your attacks dropped one, yet you hadn't specified the rest went somewhere else I would apply them to the other enemy anyway.

For the most part I'm on your side. If something happens that invalidates one of your posted actions I do my best to take the next best thing.


Ophelia wrote:
....with like a +10 modifier

Hahahahahahahahahahahahahahaha. Ha. Ha. -evil grin-

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