Reign of Winter (Inactive)

Game Master Just a Mort

ROW Book 6

Days on Triaxius - 20


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Strange Aeons Grp 2 |

Standard action to activate, I'd waive putting it on the body, as long as you were somewhere in the vicinity, it'd suffice.

So it was basically a choice between whack hippo, or stop Rasputin from coming back.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Don't worry - Einar can expect a serious tongue lashing later on ;-)

Hmmm...

On the plus side, we *are* in a Dimensionally-locked area, so whatever Shadow Walking-type ability that he used last time may not work this time around...


Strange Aeons Grp 2 |

Unfortunately it'd still work. It's not shadow walking per se.


Retired to Triaxius
GM Mort wrote:

Standard action to activate, I'd waive putting it on the body, as long as you were somewhere in the vicinity, it'd suffice.

So it was basically a choice between whack hippo, or stop Rasputin from coming back.

OK, so could Einar have drawn the object as a free action?

Now that were talking about it, I'm just asking so I can know. I probably will forget, like I did the 'readied action' has to be a standard action ...


Strange Aeons Grp 2 |

No you cannot draw the object as a free action.


Retired to Triaxius
GM Mort wrote:

Standard action to activate, I'd waive putting it on the body, as long as you were somewhere in the vicinity, it'd suffice.

So it was basically a choice between whack hippo, or stop Rasputin from coming back.

GM Mort wrote:
No you cannot draw the object as a free action.

so two move actions in the first round, and a standard to activate in the second... sounds to me like he would have been gone before Einar could have done him in...


Strange Aeons Grp 2 |

Move action pull as you move, standard activate.

I said vicinity would be fine, no?


Retired to Triaxius

ok, so you can pull as you move, like a weapon, that's what I was asking...

Water under the bridge, anyway, we will get him next time :-)


Strange Aeons Grp 2 |

Auras of statue in question:

Charming Gaze(Su) Any creature within 10 feet of the idol of the forgotten god that meets its gaze must succeed at a DC 23 Will save or be affected as though by a charm monster spell (caster level 7th). The save DC is Charisma-based.

However since init has been rolled there is this clause, "if the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw."

Thus the +5 bonus.

Fear Aura(Su) As a free action, the idol of the forgotten god can project a continuous aura of fear. Every creature within 60 feet must succeed at a DC 21 Will save or be shaken for 1 hour. Creatures charmed by the idol are immune to this effect. The save DC is Charisma-based.


Strange Aeons Grp 2 |

I'm on 5e tonight, so posting might be spotty/not at all.

I also know that Einar is having a day off.


Strange Aeons Grp 2 |

Just on how Rasputin got away earlier in the past. He was using the following:

Spirit Walk (Su): You can become incorporeal and invisible. While in this form, you can move in any direction and pass through solid objects. You can take no actions other than to move while in this form. You can remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely as a standard action. You can use this ability once per day at 11th level and twice per day at 15th level. You must be at least 11th level to select this revelation.

Technically could have used it again, but two high level casters at the same time could make the final battle go in unpredictable ways.

Not to mention what the end CR would end up like...


Strange Aeons Grp 2 |

Don't you love all those sweet, sweet will saves with mindblank on? Otherwise some people would be cowering in fear now...


Strange Aeons Grp 2 |
GM Mort wrote:


pile of uncut gems (worth 2,8000 gp in total)

Sorry, typo. It is 2,800 gp.


Strange Aeons Grp 2 |

Crummock - kudos for creative thinking.

You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.

Try bull rush/drag? :P


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Ah, sorry - I was thinking of the *Drag* maneuver.

That is what I would have actually done ;-)


Strange Aeons Grp 2 |

That is fine lolz. Just making sure rules are obeyed because I'm pretty much a robot.


Strange Aeons Grp 2 |

I'm going for a movie later, so afk till late. We will need to wait for Einar and Mr Whiskers, anyway.

The Exchange

Complain about the new boards here!

*stares blankly into space*

*sees a deserted, maze-like metropolis with improbably tall structures and angled streets*


Strange Aeons Grp 2 |

I will post my turn on train. Will be a bit slow, but we will still need to wait for Crummock to get off work, anyway.


Strange Aeons Grp 2 |

Which genius thought it was a good idea to...put a 30 ft spread in her tactics...

Why the shield guardian didn't need to save:

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Well...


Strange Aeons Grp 2 |

I had quite a lot of time reading about this:
About suffocation

How I’m going to run suffocation

Caster casts suffocation: Everyone makes save
On successful save: Staggered 1 round, spell ends. On Failed save, nothing happens.
Round 1 those who failed turn: They roll their saves – if they fail, are reduced to 0 hp and are unconscious. On success, nothing happens, but spell is still there.
Round 2 on those who failed turn: They roll their saves – if they fail, they progress 1 step more on the suffocation table(i.e, those at 0, go to -1, and are dying), those who did not fail their saves on Round 1 drop to 0 and are unconscious. On success, nothing happens, but spell is still there.
Round 3 on those who failed turn: They roll their saves – if they fail, they progress 1 step more on the suffocation table(i.e, those at 0, go to -1, and are dying, those who were at -1 are dead), those who did not fail their saves on Round 1 drop to 0 and are unconscious. On success, nothing happens, but spell is still there.

Note this on fast healing:

Fast Healing (Ex)

A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.


Retired to Triaxius

if the frontovik’s gas mask allows its wearer to breathe freely, even underwater or in a vacuum, would it prevent the spell from effecting Einar?

The spell sounds like it functions the same as a vacuum...


Strange Aeons Grp 2 |

I'm so sorry, no

Basically there's breathable air around you, you can't draw it in because of magic.


Strange Aeons Grp 2 |

Or you could think of what you could have done to save yourself as an interrupt. That's about as close as I'll get to hinting solutions.


Strange Aeons Grp 2 |

Also I'll admit I screwed up on your fort save, Einar. The modifier should be +23 and not +21. The end result is the same, though.


Retired to Triaxius
GM Mort wrote:
Also I'll admit I screwed up on your fort save, Einar. The modifier should be +23 and not +21. The end result is the same, though.

I was thinking the 'shaken' countered the 'heroism' but it was apparently only one round. Also, the 21 was wrong it's 22, I forgot to add the 'boon' modifier to con. to the header :-(


Strange Aeons Grp 2 |

OK 22 to Fort, raging makes 25. Shaken gives - 2 for 23. May I ask to see where you put heroism on yourself? I have been calculating all your saves without.


Strange Aeons Grp 2 |

As per Mr Whisker's advice, I'll assume you casted it Someplace, and give you a free pass this time. Next time please document everything down!


Retired to Triaxius
GM Mort wrote:
OK 22 to Fort, raging makes 25. Shaken gives - 2 for 23. May I ask to see where you put heroism on yourself? I have been calculating all your saves without.

Mister Whiskers asked if any one wanted 'heroism' so I said yes.


Strange Aeons Grp 2 |

Sure. Say yes in character or have it declared next time, please. For ease of GM sanity...


Strange Aeons Grp 2 |

Sorry. Its my bad, I found it =(


Strange Aeons Grp 2 |

ROW is pretty much over. It's just on all tidying up.

I always thought it was a case of Alas, poor villian, but again my BF tells me they didn't have to do all those evil things...


Retired to Triaxius

sorry guys, I gotta go to bed, I will post more tonight.


Strange Aeons Grp 2 |

Tomorrow I'll be nephew sitting so my activity may not be that good.


Strange Aeons Grp 2 |

Forgot to mention on the winter ritual's end, the party dings 18.

I don't really care if you want to update your sheet or not, since there isn't really any fighting that needs to be done.


Strange Aeons Grp 2 |

Sometime later today I will write under spoilers on how the NPCs that you've touched the lives off fare.

But after you get out of the demiplane and what all of you choose to do.


Strange Aeons Grp 2 |

Deleted extra scenes:

Anastasia – if she did the ritual, this is what her stats would be like:

Str 10
Dex 14
Con 14
Int 10
Wis 10
Cha 28

Equipment: Steel shield (Bearing symbol of a Pegasus), Lesser rod of extend (x2), Rod of Extend, Headband of Alluring Charisma +6, Belt of Mighty constitution +2, Silver Cloak of resistance +5 (with red eagle symbol), cracked green prism, Lucky Horseshoe

1st (9/9): Liberating Command, Divine Favor, Remove sickness , Remove Fear, Shield of Faith, Shadowtrap, Endure elements, Ant Haul, Unbreakable heart

2nd (9/9): Delay Poison, Grace, Lesser Restoration, Inflict Moderate Wounds, Silence, Cure Moderate Wounds, Frost Fall, Remove Paralysis, Burst of Radiance

3rd (9/9 ): Borrow Fortune, Dispel Magic, Magic Vestment, Accept Affliction, Cure Serious Wounds, Sleet Storm, Greater Stunning barrier, Magic Circle against evil

4th (8/8): Air Walk, Freedom of Movement, Greater Magic Weapon, Tongues, Cure Critical Wounds, Ice Storm, Blessing of Fervor, Restoration, Deathward

5th (8/8): Breath of Life, Wall of Stone, Raise Dead, Cure Light Wounds, Icy Prison, Cleanse, True Seeing, Greater command

6th (7/7): Harm, Heal, Wind Walk, Chains of Light, Cure Moderate Wounds, Cone of Cold

7th (6/6): Archon's Trumpet, Greater Restoration, Waves of Ecstasy, Cure Serious Wounds, Mass , Icy Body

8th (4/4): Nine Lives, Cure Critical Wounds, Mass, Polar Ray, Greater Planar Ally

Feats: Scion of War, Spell Penetration, Greater Spell Penetration, Reach Spell, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Heighten spell, Piercing Spell, Selective Spell, Quicken spell

Revelations:

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this icy armor grants you DR 5/piercing. In cold conditions, the armor bonus and DR bonus increase by 2; in very hot conditions, however, they decrease by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but must be spent in 1-hour increments.

Icy Skin (Ex): You gain resist cold 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to cold.

Snow Sight (Su): You can see through falling snow and sleet without taking any penalties on Perception checks as long as there is enough light to allow you to see normally. At 11th level, in cold conditions or in icy or snowy terrain, you can learn about your surroundings as if using the commune with nature spell. You can use the commune with nature ability once per day at 11th level, and twice per day at 15th level.

Child of Winter (Ex): You gain the constant benefit of endure elements, but only against cold temperatures. You can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. You can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. You leave no trail in ice or snow, and cannot be tracked (you may choose to leave a trail if you so desire). During winter months, you gain a +2 insight bonus on Initiative checks and Reflex saving throws.

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow saves do not slow creatures. At 11th level, the slow duration increases to 1d4 rounds.

She would also have constant angelic aspect on her. (in part as compensation for all of Baba Yaga’s boons you have and she doesn’t)

In the final battle – she would have “triggered” it, and it would become Greater Angelic Aspect for the duration of the final fight. Then after that she would die – as part of her price – she paid years of her life to awaken her full potential. On her body would have been a note, apologizing to Einar about not being able to go with him to his castle in Triaxius and asking the party not to raise her – as she has gone to her just rewards.


Strange Aeons Grp 2 |

Nice wording on the boon too. I was
expecting it to be making it sound like two boons, in which Baba Yaga would have said no, and for Jadrenka to be freed, another(Einar) would have to take her place.

Though for completeness sake, I'd probably have added in a clause that she is not allowed to raise her hand against the party, no matter where they are.

Not that it's going to matter since she believes you'll be trapped in her demiplane forever.


Retired to Triaxius
Mr. Whiskers wrote:
"I would like you to leave Golarian and never return. Give any there in your service the choice of following you or leaving your service." Mr. Whiskers says.

Ok, Jadrenka was in Artrosa, The land of Iobaria located east of the nation of Brevoy. So definitely Golarian :)

Thanks Mister Whiskers, I'm sure she won't be happy about the twenty year wait, but.... who cares, she's free. And so I Einar :-)

So where are we going? Einar would like to end up at the castle in Triaxius.

The question is if he should first visit Heldren and see Cadence one last time. Do you think we should ask Hmmm if Cadence wants to see Einar one last time before he leaves for Triaxius?


Strange Aeons Grp 2 |

Go ahead. I'll ask Hmm. Cadence will be 20 years older though, but you won't have aged one bit. Should make for a nice scene.


Retired to Triaxius

ok, I will post in game in a bit, I will wait to ask to go to Golarion to say good by after you find out if Hmm wants to play Cadence one last time.

edit: Out of curiosity, if we go back to Golarion will the characters know in advance that it will be twenty years later, or will it come as a surprise?


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

The way Mort has been phrasing it, I think it is supposed to be a surprise to the characters.


Strange Aeons Grp 2 |

Yeah it'd be a surprise =)


Strange Aeons Grp 2 |

If you were loot greedy fks, you'd have a diamond


Retired to Triaxius
GM Mort wrote:
If you were loot greedy fks, you'd have a diamond

That's funny, I found it earlier, but had to fold some clothes, so I hadn't posted it yet.

Oh and Einar is still a greedy fk...


Strange Aeons Grp 2 |

Tis OK. You never got a chance to ask Baba Yaga for money or power =)


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
GM Mort wrote:
Tis OK. You never got a chance to ask Baba Yaga for money or power =)

Having been told of the fate of here own daughters in their quest for power, I really think requesting that would be a phenomenally bad idea.

As for the diamond, Einar did post that he went through the pile. I assumed he took the stuff while we were still diplomacizing our way past the giants.


Strange Aeons Grp 2 |

Yeah I'm sure he would, Einar-the-loot-greedy.

The most straight forward way:

Wish for:

Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

You're home free.

I'll tell you the Grove's dimensional lock has not been reset since Baba Yaga never expected you to get out of her current demiplane.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Alright, I was wondering about exactly what that meant by 'regardless of local conditions'.

Am I correct in thinking I could wish us back to the area we left covered by the private sanctum in the grove?

At that point, we could have the soldiers and Anastasia gather in the area within the Sanctum and Crummock could bring them to Golarian. At this point, that is probably the safest place for them.

I think it will take multiple trips, but Crummock should be able to get everyone out from there. The sanctum should help hide exactly what is happening.

Let me know if I'm misunderstanding anything here.

Since we are all in different time zones and today will likely be a busy one for me, feel free to bot the wish.

Mr. Whiskers wants to return to Golarian. Heldren is a reasonable destination, but others would also be acceptable.

Mr. Whiskers has decided that he will be living the rest of his life under the protection of a Mind Blank. His actions are the type that would have gathered far too much attention.


Strange Aeons Grp 2 |

It means dimensional lock or whatsoever wards don't matter. You just ignore them.

You can get back to the grotto, or anywhere in the world you want to be using wish, including the sanctum.

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