[PFS GameDay V] GM Greysector's #7-99 Through Maelstrom Rift (Pregens Used)

Game Master GreySector

NPC—Ashasar


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Sovereign Court

The Storm NN959 wrote:
Will call lightning hit Octaris?

No - because Octaris is in a different square to the Protean.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Octaris, any chance you have a Folio reroll? If you can get close on a reroll and Ember makes his save, he could use Gallent Inspiration on you to reroll.


Gallant Inspiration only works on attack rolls and skill rolls.


Female Thoqqua Barbarian 3 | hp -22/64 DEAD [76] | AC 21 [18], T 12, FF 19 | Fort +11, Ref +7, Will +3 (+2 vs. spells/spell-like) | Vulnerable to cold | rage 11/12 rounds | Perception +11, Init +2

Yeah, strategically I made a misstep there, and it cost me. Oh well! Everyone dies sometimes!


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Okay team...I hav a scroll of Dispel Magic....will that work on Flesh to Stone? The other option is I keep blasting with Call Lightning and hope I can kill it. But I'm afraid that it will hit me with one of those waves spells and if Ember is still down, that could be it.

@ GM, a couple of questions

1. What happens if i fall off the rock I'm on, where do I go?

2. If I change my elevation can I avoid that chaotic wave thing that the protean is doing?

Sovereign Court

@Zephyr:

1. Dispel Magic doesn't work on Flesh to Stone, as the latter has an instantaneous duration. Subtle GM hint - just keep blasting it :-)

2. Not that you have any way of knowing this, but this is an enclosed, looped demiplane - so if you fall off, and reach the 'bottom' of the demiplane, you simple pop back in at the 'top'.

3. Again, not that you have any way of knowing this, but the Warpwave is not being done by the Protean - it is a unique effect generated by the fact that the demiplane is co-terminous with the Maelstrom. However, you *would* have been able to see that the wave sweeps across *the entire* plane each round; the only way to avoid it is to leave the plane entirely.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Is there a way to leave the plane entirely?

Grand Lodge

Male Water Mephit Hydrokineticist 4 HP: 71/71 AC: 24 (Tch 17 FF 18) DR: 5/magic F: +10 R: +16 W: +5 Perc: +5 SM -1 Active Conditions: Veil of Mists, Shroud of Water

I hate to do this at a pivotal moment, but I have to travel tonight and tomorrow, and depending on weather, might be more. I will try to weigh in, but not sure I can.

Unless you get one for GM stars, I have nothing that would allow me to re-roll.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)
Tarondor's Ember the Chronicler wrote:
In retrospect, I wish I had gotten Inspire Courage up immediately before chatting up a wysp for two rounds.

I actually think you did the right thing in getting to the wysps first. Those things were healing the protean for 20 points a pop, so you saved us 40 hit points.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

@GM - You know, is there any chance the fire wysp would have added +2 to Rhysol's damage rolls when he was grappled?

Sovereign Court

@Zephyr: No, because *Rhyol* wasn't making damage rolls.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)
Luke_Parry wrote:
@Zephyr: No, because *Rhyol* wasn't making damage rolls.

Hunh. I wasn't aware there is a distinction of who actually rolls the damage given Rhyol was causing the damage.

In any event, it appears that Zephyr has no skill that can succeed at any of those tasks. Is there any alternate options, like using the scroll of Dispel Magic.

Also, It appears that Octaris only has UMD that can succeed, can he use the same skill four times?

Finally, if we can't close the rift, are we dead? Can we leave the rift without closing it?

Sovereign Court

Resonance (Ex) wrote:

A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form).

Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.

Molten Body (Su) wrote:
Rhyol’s body is hot enough to melt stone. Anyone striking her with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples her or is grappled by her takes 3d6 points of fire damage each round the grapple persists. A creature that strikes her with a manufactured weapon can attempt a DC 15 Reflex save to pull the weapon away quickly enough to avoid having the weapon take 1d6 points of fire damage—damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores the first 5 points of hardness possessed by the item. The save DC is Constitution-based.

So, since Rhyol is not attacking (and damaging) when something hits her, the ability doesn't come into effect.

----

Re: closing the portal, you most certainly can keep using UMD for all four of the needed 'successes' - I was just listing what all of the options were.

If you can't close the rift, you aren't dead - you can, after all, just leave via the rift back to the Elemental Plane of Air. It's just that you *were* sent here to sort-out what was causing the disturbance to the Air currents, and this rift is certainly part of that...


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

So strictly as an academic discussion and in no way asking for any retcon....

Certainly he has to attack to get the benefits to an attack roll, but it doesn't require that that a person has to attack to get the benefit for the damage bonus. Rhyol is doing damage and technically that's a damage roll. It says the wysp is strengthening the power of its "element" i.e. Rhyol's fire damage, as opposed to something like sneak attack or precision damage, which I could see requiring an attack. Though it is odd that it's a "competence" bonus.

Moving on....

@Octaris...

yeah....I don't know if it makes sense for Zephyr to stick around and twiddle his thumbs for four rounds while risking getting turned into Stone. This Pregen is completely worthless for this part of the task.

Sovereign Court

FWIW, even if I did 'retcon' in line with your request, it would not make any difference - the damage swing would not have been enough to stop Rhyol dying, or Ember turning to stone; Octaris just wouldn't have taken that last full-attack (which didn't cause any permanent harm, in any case).


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)
Luke_Parry wrote:
FWIW, even if I did 'retcon' in line with your request, it would not make any difference - the damage swing would not have been enough to stop Rhyol dying, or Ember turning to stone; Octaris just wouldn't have taken that last full-attack (which didn't cause any permanent harm, in any case).

I didn't actually go back and do any math, just something that occurred as I was rereading the opening information about the wysps, but it's good to know that it would not have changed anything, either way.

Given the OOC dynamics of people quitting, the holidays, characters dying, and the confusing nature of the combat, I've had to reread posts several times to try and figure out what's going on.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Nice effing rolls!

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