OGGM's Fortress of the Stone Giants (Inactive)

Game Master Jeff Przybylo

Having pacified the Hook Mountain region, our heroes learn of an impending attack on the town of Sandpoint, where their adventures began only a year ago...


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Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Solid choices. Aurora will have to continue to provide the main magical artillery.
This is what I have left:

6 - Chain lightning*, Greater dispel magic, Summon monster VI
5 - Ball ice*, Break enchantment, Dismissal, Overland flight, Wall of force*
4 - X, Enervation, Greater invisibility, X
3 - Daylight*, X, Fireball*, Haste, Protection from energy, Summon monster III
2 - Communal mount, Knock, Scorching ray*, X, X, See invisibility
1 - Burning hands*, Mage armour, X, X, X, Shield, Summon minor monster
0 - Acid splash, Dancing lights, Detect magic, Detect poison

I have high hopes for Enervation.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Are we ABSOLUTELY sure we're about to hit the end boss-fight?

If so, Lym casts Overland flight, See invisibility, Greater invisibility, Detect magic and Daylight.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Free Wi-Fi they said, great coverage they said...

*4 hours of driving later*

It's not working at the moment they said...

*rages*

Apologies for going dark for a couple of days, took a mini break over the weekend and ended up bereft of internet. Catching up now!


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Say, does anyone know whether there are any spells that allow you to assume the form of a Fey?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

As far as I know, I'd have to say Shapechange is probably it.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:
Bachelor number 3, if you weren't a blood-mad raging dwarf warrior, where would you take a young gnome nuke-specialist on a dream date?

LOL! Oh man I can't stop chuckling on this one. :)

Sorry, folks, had a crazy busy day yesterday and just didn't have the energy. Will get something out there in a few.


Javell DeLeon wrote:
Old Guy GM wrote:
Bachelor number 3, if you weren't a blood-mad raging dwarf warrior, where would you take a young gnome nuke-specialist on a dream date?

LOL! Oh man I can't stop chuckling on this one. :)

Sorry, folks, had a crazy busy day yesterday and just didn't have the energy. Will get something out there in a few.

;)


Something very odd happened to my AoO on the archon, it took me all day to get this together. When I first started, the HL rolled a 17 to hit - within his crit range - and then confirmed. When i finally got around to finishing the post, the number changed to what you see now. I didn't think the forums did that.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, did you roll the AoO first?

I'm guessing you rolled the AoO first and previewed it. BUT, you then decided to roll your GM rolls in your spoiler - which you physically placed in your post ABOVE the AoO attack - whatever numbers you had for the AoO would transfer to the GM rolls.

My guess is, you probably critted in your GM spoiler.


Hmm...that's a possibility. I'll have to look at those rolls then. I did roll the AoO first, then added some rolls to the spoiler. Thing is, as we get higher in level, I have to do this step by step or it's too easy to miss something. That means I would jump back and forth between the spoiler and other rolls.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Question: how long are Rocky and I going to be panicking for?

Grand Lodge

Lym wasn't Panicked. You weren't in the area of effect and did not have to make the save.
The elemental is running for 1rd/lvl. He's probably a not coming back.


Lym was panicked. The aura has nothing to do with the Fear effect. He put that out as a spell-like ability first thing.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Okay, so how long am I panicking? I have 40 ft. move rate with Overland Flight equipped, and I'd like to know how long it'll take me to get back and contribute again. ^^;


Well, Lym won't know the time - you're a bit busy being afraid and all. But Tomaru hit on it, 1/round per level. Having said that, you aren't going to just fly away as long as you can. What you will do is find a spot to hide in, and you'll cower there unless the creature comes into you're line of vision again.

I'll leave it up to you where you hide, as long as it isn't in that room...


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Right-o. I appreciate it. ^_^
I assume Rocky will go underground at the earliest opportunity while I find a cozy niche.

Old Guy GM:
Even if I'm affected by the spell, would it be possible for me to cast a summoning spell and send something back into the room to back the others up? This might be a fun - and events-wise appropriate - time to conjure my first Sinspawn. ;)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:
Hmm...that's a possibility. I'll have to look at those rolls then. I did roll the AoO first, then added some rolls to the spoiler. Thing is, as we get higher in level, I have to do this step by step or it's too easy to miss something. That means I would jump back and forth between the spoiler and other rolls.

That would be it then. Then you did crit in your spoiler - or just rolled a bunch of good d20 rolls for whatever reason - seeing how your spoiler rolls are located above your AoO roll.

You would've had to put your AoO roll at the top of your post, above the spoiler rolls, to keep those crit rolls.


Lym:
Hmm...good question, here's what I found:

Panicked: A panicked creature must drop anything it holds and lee at top speed from the source of its fear, as well as any other angers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

I'm kind of breaking this by allowing you to pick a spot and hide, rather than keep running.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

OGGM:
And I really appreciate it!

Well, that settles that. ^_^ No conjuring Sinspawn yet.
Thanks for taking the time to answer my question.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

BTW Lym... Sorry about your elemental... *awkward grimace and wringing of hands*


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Oh, don't worry. ^_^
Just mind your bedroll. :p


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Hey, OGGM? Where can I move to, exactly?


You're choice, but away from the Headless Lord. There's a big cauldron to hide behind...

I would add that you are panicked. Self preservation is paramount, you don't have the presence of mind to do anything other than hide for now.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

I wasn't sure what you meant when you said 'Lym moves'. ^^; I was half-hoping I might be able to get back.

Man, I really need to get Improved Iron Will asap.... or take another Iron Will. This is not meant as a complaint against OGGM.... but I really loathe being at the receiving end of the Enchantment school of spells. Small wonder I rarely use them.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I utterly - to steal a word from Lym here because it's fitting - LOATHE fear spells.
That's why no matter what pc I play, I always have that in mind and build the character with the intent to include whatever I can to help fight off fear. Man I hate it with a passion.

For this very reason. It takes you completely out of combat and you can do nothing. And just so I'm clear as Lym was: this is not a complaint against OG either, this is just fact. It has happened in many of the games I've been in over the years.

Basically all you can do is hope it only last a few rounds. Well, that and hope your team is still alive when it wears off. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:
I wasn't clear...the molten spew only affected a 10' square in front of it, which only includes Praxim.

Whew! Oh man THAT'S a relief! That'll give me back 45 hp's. I'm gonna need them with this slicing death machine. This stinking thing is a cuisinart of destruction.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Tomaru wrote:
I forgot to ask if my channel is enough to heal everyone up?

Yep. Thordak's good to go. Full up on hp's.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

No damage again yet so all good thanks :)


You guys were awfully quick to move on...anyone remember to check the Headless Lord for magic?

+1 full plate; 2 runechill hatchets

RUNECHILL HATCHET
SLOT none
PRICE 5,312 GP
AURA moderate necromancy CL 5th WEIGHT 6 lbs.

Runechill hatchets are sized for Large creatures, but resizes so it can be wielded by Medium creatures as battleaxes or Small creatures as greataxes. Their blades are jagged and carved with Thassilonian runes, and the weapons always feel cold to the touch. A runechill hatchet otherwise functions as a +1 battleaxe, but once per day as a free action, its wielder can cause the runes on the blade to flare up with flickering cold blue light. For the next 5 rounds, the axe deals an additional +1d6 points of negative energy damage on a hit.

Any creature that takes any amount of this additional negative energy damage must also succeed at a DC 12 Fortitude save or take 1 point of Strength damage. An undead creature struck by a runechill hatchet does not gain this negative energy as healing, but instead must make a DC 12 Will saving throw or flee as if panicked for 1d4+5 rounds.

CONSTRUCTION REQUIREMENTS COST 2,812 GP
Craft Magic Arms and Armor, chill touch


Not sure who is recording loot these days, someone have that task?


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Yoohoo.... Everyone still alive?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah the threads weren't updating for the past few days. Paizo was doing an update or something and it jacked up the thread updating mechanism(or whatever).

They are fixed now.


That was quite the unpleasant forum experience, very difficult to track campaigns!

Back to normal now though ^.^


Great idea, Tomaru! And a good use of Stone Shape! However, these hounds are particularly suited to do what they did. The hint here is the fact that there are no flat angles or corners in this room.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

And I (OOC) know what they are.... ;_; No way I'm going into that room.

Grand Lodge

I know what they are too, but I have to play like I don't until I make a roll of some kind. I (the player) realize that they can get out of my clever trap, but I (the character) have to do something.


Something occurred to me just now - don't know why I didn't think of this before. If you are waiting to see the results of someone's attack - say Aurora's latest fire spell on the hound - before posting and possibly using a big attack/spell for no reason, let me know. Just post you are waiting. That said, I think I've been pretty goo about letting you pull back those attacks/spells if they were unneeded.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:

[dice=Fly check DC 20]1d20+6+2-4 Wow, just wow.

Combat over. Can't believe he got away with that. You should really consider Air Walk for Thordak.

Air walk is not a bad idea actually.

Nice roll by the way. Although, if you add the +4 for Good maneuverability, there would've been a bit more of breathing room. But not much.

And for curiosity sake, what does the -4 involve? I still don't have a good grasp on flying and all the modifiers so I'm curious as to what that entails.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Welcome to the cute little world of DD. Now ten pages in.


Javell DeLeon wrote:
Old Guy GM wrote:

[dice=Fly check DC 20]1d20+6+2-4 Wow, just wow.

Combat over. Can't believe he got away with that. You should really consider Air Walk for Thordak.

Air walk is not a bad idea actually.

Nice roll by the way. Although, if you add the +4 for Good maneuverability, there would've been a bit more of breathing room. But not much.

And for curiosity sake, what does the -4 involve? I still don't have a good grasp on flying and all the modifiers so I'm curious as to what that entails.

We use Air Walk all the time for just that purpose.

I was writing this from a supplier site, so i didn't have a chance to look everything up but I went with: +6 for the spell modifiers (Fly adds a bonus equal to one-half caster level); +2 for your Dex; -4 for armor check (mithral breastplate). The only one I wasn't sure of was the -4. I know you take Armor Check for Fly, but I wasn't sure how much in this case.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh okay. It's actually a -1. But thanks for the clarification, I was wondering.

My total fly modifier is actually a +11. (+4 good maneuverability, +6 due to half Tomaru's level per the fly spell, +2 dex, -1 ACP)

What I'll start doing is putting that out there on the stat line so it'll far easier to keep track of.


Busy holiday weekend here, will get caught up today.


Lym has raised an interesting problem, one that I believe is a common misconception among players (and GMs!). That is: can I use Spellcraft to identify spells cast on another person?

From the Spellcraft description:
Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

There is no mention of being able to identify a spell that has already been cast by another caster. "But how can I use Dispel Magic to target a spell?" you may ask. Well:

From Dispel Magic:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

"Well yeah, OGGM, but I'm using Greater Dispel!"

From Greater Dispel Magic:
Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

So you really can't determine what has already been cast, and using Dispel Magic is really a crapshoot.

Thoughts?


Discussion continued:

"Ah, but I have Detect Magic active!"

From Detect Magic:
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

From this, the best you can do - 3 rounds later - is know what school a spell may belong to. All of that still doesn't allow you to target a specific spell cast on another person.

Thoughts again?

EDIT: This all from the rulebook. Unless I am missing something else that I can't see.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Thanks for the info. ^_^ I was just curious what he has running, if anything, but it doesn't matter too much. Greater dispel magic was going to be a roll of the dice anyway.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Greater arcane sight is the ID the BBEG spells spell. 7th level


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Do we get to do anything after being teleported? Or is that considered our move? I can't remember.

Grand Lodge

As I understand it, casting the spell is part of the caster's action, but any others get their full action once teleported.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

It's only dimension door that says that. Teleport makes no mention of that restriction.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Cool. Thanks for the clarification. I'll go with that then.

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