Reign of Winter (Inactive)

Game Master Just a Mort

ROW Book 6

Days on Triaxius - 20


2,501 to 2,550 of 5,163 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>

Retired to Triaxius

true, but what about all the cool stuff just waiting to pick up that we would have to leave...

The real question is if any of the characters can figure out if a ghost regains hp or not, I don't want to have to start from scratch tomorrow.


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)

Ghosts normally don't regain hp, but if the person she has run to is a cleric (like the other hag we fought before), they can certainly heal her...


Strange Aeons Grp 2 |

Make up your mind if you want to stand and fight or go somewhere else. Staying around the same area would be...not a good idea.


Retired to Triaxius
GM Mort wrote:
Make up your mind if you want to stand and fight or go somewhere else. Staying around the same area would be...not a good idea.

you mean staying in the stairwell or in B5?


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)

I suggest that we try to finish off the witchfire; I feel that we will regret it later, if we do not.


Strange Aeons Grp 2 |

You can do the final fight in B5 if you wish. I will just fastforward to the time when it comes. You will definitely get out of the stairwell in time.

Nonetheless since there is some conflict in the group - I think it might be better to stew over the decision for a while.


Strange Aeons Grp 2 |

Does anyone really want to do the final fight in the stairwell? =o


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

I don't want to be in the stairwell for the fight.

Calling it a final fight is a bit ominous.


Retired to Triaxius
GM Mort wrote:
Does anyone really want to do the final fight in the stairwell? =o

Heavens no, I thought the question was to fight them in B5 or run, I would prefer fighting them, that's why I asked for different tactics options.


Strange Aeons Grp 2 |

Well, you see - you popped into the room once(first fight), then you popped into the room again(second fight), and if you manage to kill the lot, it'll be the third fight, and last one, thus the use of the word final.


Strange Aeons Grp 2 |

If there's any information you want to know, to help you better make your decision, feel free to ask me. I may not be able to tell you everything you ask for since some will be metagame knowledge. All the other doors in this room - Einar can open with the key taken from Caigeal - but they lead to unexplored territory, so I dont know whether you'd really want that...


Retired to Triaxius

I was hoping the summoned creatures would do a little scouting for us.


Strange Aeons Grp 2 |

You can ask them, but you will risk triggering further encounters. Besides by the time they get back to you, you may have those jokers in the stairwell on you.


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 summoned creatures scouting down the stairs seems a good idea.

I wouldn't want them to scout the other areas.


Strange Aeons Grp 2 |

Only one lantern archon returns, reporting that its brothers were obliterated by the witchfire, and its brother, who had dashed ahead yelled that there was a very large blue human looking thing quite squeezed in the pasageway, and a green skinned crone. And they were carrying unlit torcnes.


Retired to Triaxius

no what I said on an earlier discussion post, when Hirah said 'she would dismiss her summons' was to have them scout what was chasing us, have two stay and try and slow it down, one come back and tell us what it is.

We don't have time to 'scout' the rooms, we may have one or two rounds to get ready for what ever is coming out the door, we either come up with a plan of how to fight it or run.

I would like to fight.

If we bottle neck it at the door with three large creatures (Einar, Geist and Greta) then fill the gaps with med. size that want to melee, we could hopefully deal with the corporeal creatures one at a time.

Or we could spread out and try and deal with all three at once. Mort said heavy foot stomps and lighter foot stomps and then the ghost

edit: Mort ninja'd my post, so a frost giant, a hag and the witch, run or stay?


Strange Aeons Grp 2 |

Discuss if you want to fight in B5, otherwise I'll move you back to Gurra's. Then you can choose another route.


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)

Stay?


Strange Aeons Grp 2 |

Move your minis in B5 to however you wish to commence your combat positions. State if door is opened or closed.


Retired to Triaxius

Stay! we can let Greta be the tie breaker, but she needs to fight this time does she want the magic Guisarme or is she going to be a wolf?


Strange Aeons Grp 2 |

Hmm. Magic Guisarme? Ok. Human, then.


Retired to Triaxius

or the magic sword, did she get airwalk cast on her?

door open or shut? not sure which is smartest, I would think shut, any opinions?


Strange Aeons Grp 2 |

Until round 4, door needs to be open or poor lantern archon can't give reports. After that, open or closed is your problem. You will hear them when they come within 3 rounds of you."Stomp, Stomp, Stomp" you know.


Female Half-Orc Inquisitor 11 | HP 70/70 | AC 21 Tch 13 Fl 19 | CMB +14 CMD 27 | F +12 R +8 W +15,| Init +7| Perc +19 | Sense Motive +24 | Intimidate +25 | # Rounds of Bane per day: 11 | # of SM III uses: 8 | # of Rage Rounds: 12

-_-

If we really are fighting, these are going to be my actions

Firstly, depending on if we are out of init order, I may want to trigger Heightened Awareness (that should still be active) to move first in init. Secondly, I'm hoping that Heroism is still up, if not, I'll have to recast it.

Ideally, I'll want to see the enemies coming, so I can decide what to summon. I kinda want Prayer/Blistering Invective to be the last spell I cast before combat begins, due to it being a fairly neat debuff. If we have some buff rounds, I'll drop Shield of Faith + Divine Favor (in that order).

My ideal situation is standing somewhere (invisible) ideally flying if I have Air Walk active, to get visibility as to what is coming, and then summoning multiple somethings to smack the meatshields (I would prefer using myself to focus down those targets as I have better options for them), and then dropping Prayer / Blistering Blistering Invective as an AOE debuff before triggering Bane + Rage and going to town. As for what I'd probably summon, its (probably), going to be something from the SM III list, so probably Leopards, which are medium size and hopefully can box them and attack the backline casters. Dunno if Celestial or Aerial Template, its going to depend how badly space is an issue and how badly I want the one shot damage.

All of this is fairly variable since I still think this is a bad idea and when exactly we enter combat is fluid but the above should provide you a decent estimate for what my actions will be. I'm heading to bed now, and due to handling training some newbies in a middle of our financial year switch over, will be heading to work really early tomorrow - so idk if I'll have time for a morning post. I'll try my best though.

Summons: 1d3 + 1 ⇒ (3) + 1 = 4

K, so that's probably going to be 4 Leopards entering this fight. if theres space for them all to hit a target without impacting on Einar and me (who are probably flying anyway), I'll make them Celestial, if not, I'll make them Aerial to limit space issues.


Strange Aeons Grp 2 |

Anything with more then 1 min/level duration will be up, so far, only haste is down.

We will do basic init order, party, them, kind of thing, so no, heightened awareness won't help


Retired to Triaxius

argh, good question, is the haste spell still working, and is there anyreason that when Einar sees the frost giant that he can't cast Ray of Enfeeblement?


Female Half-Orc Inquisitor 11 | HP 70/70 | AC 21 Tch 13 Fl 19 | CMB +14 CMD 27 | F +12 R +8 W +15,| Init +7| Perc +19 | Sense Motive +24 | Intimidate +25 | # Rounds of Bane per day: 11 | # of SM III uses: 8 | # of Rage Rounds: 12

Editted my above post to include my likely summon choice, template choice subject to situation, and the amount of summons I'll have out. Just trying to do my bit to ensure my turn doesn't slow everything down x_x

Aerial Leopard:

With each graceful step, this leopard's steely muscles ripple beneath its spotted fur.
--------------------
Leopard (cat) CR 2
XP 600
Male aerial leopard (Pathfinder Player Companion: Monster Summoner's Handbook 18, Pathfinder RPG Bestiary 40)
N Medium animal (air)
Init +4; Senses darkvision 30 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 25 (3d8+12)
Fort +7, Ref +7, Will +2
Resist electricity 10
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft., fly 60 ft. (perfect)
Melee bite +7 (1d6+5 plus 1 electricity and grab), 2 claws +7 (1d3+5 plus 1 electricity)
Special Attacks pounce, rake (2 claws +7, 1d3+5 plus 1 electricity)
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +7 (+11 grapple); CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Fly +12, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
--------------------
Ecology
--------------------
Environment any forest
Organization solitary or pair
Treasure none
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Darkvision (30 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fly (60 feet, Perfect) You can fly!
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Celestial Leopards (Smite Active and included in below stats):

With each graceful step, this leopard's steely muscles ripple beneath its spotted fur.
--------------------
Leopard (cat) CR 2
XP 600
Male celestial leopard (Pathfinder RPG Bestiary, 40)
N Medium animal
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 25 (3d8+12)
Fort +7, Ref +7, Will +2
Resist acid 5, cold 5, electricity 5; SR 7
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee bite +7 (1d6+8 plus grab), 2 claws +7 (1d3+8)
Special Attacks pounce, rake (2 claws +7, 1d3+8), smite evil
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +7 (+11 grapple); CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
--------------------
Ecology
--------------------
Environment any forest
Organization solitary or pair
Treasure none
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (7) You have Spell Resistance.

Statblocks for whatever template I'll use as per previous post if it helps!


Strange Aeons Grp 2 |

Oh. You finally figured out what Silyzil did to you ;) That was a funny prank to play on you, honestly ;) Yes, you may cast ray of enfeeblement on him when you see him. I take it door is open, then?


Female Half-Orc Inquisitor 11 | HP 70/70 | AC 21 Tch 13 Fl 19 | CMB +14 CMD 27 | F +12 R +8 W +15,| Init +7| Perc +19 | Sense Motive +24 | Intimidate +25 | # Rounds of Bane per day: 11 | # of SM III uses: 8 | # of Rage Rounds: 12

GM with my strategies above, and statblocks, I give you permission to bot me at your discretion if I'm not available, provided the botting isn't heavily deviating from the above tactics OR if the above tactics are going to put me in serious danger as a result of an unforeseen circumstance.

O.k, I think I covered everything I can think of, now I'm going to bed.


Strange Aeons Grp 2 |

Please position your mini yourself, otherwise I'll wait for Mr Whiskers actions then get rolling with the combat(and I'll need to position you myself).


Female Half-Orc Inquisitor 11 | HP 70/70 | AC 21 Tch 13 Fl 19 | CMB +14 CMD 27 | F +12 R +8 W +15,| Init +7| Perc +19 | Sense Motive +24 | Intimidate +25 | # Rounds of Bane per day: 11 | # of SM III uses: 8 | # of Rage Rounds: 12

Yeah, I don't see B5. I don't know if its a map I'm missing, some issue with my google docs, but I don't see that room.


Retired to Triaxius

it's on map 11...and has a funny little spiral thing in the lower left corner.


Retired to Triaxius

a technical question for you Mort, would the fire (elemental) damage from elemental Rage Stack with the fire damage from the amulet or from Einars future bloodrager fire attacks?

As for rage powers there are a lot of neat ones, considered the ones that involved alcohol or hunting witches. but I have narrowed it down to either elemental attacks or the fiend totem and gaining a gore attack. Benefits both ways, four natural attacks sounds promising to me. But fire everything has an appeal.


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)

Elemental Rage doesn't say you get the relevant 'energy' weapon enhancement (unlike your claws, and the amulet), so it should stack.


Strange Aeons Grp 2 |

Yep, stacks. Point is honestly I haven't seen the beast totem errata either, and I've looked.

Crummock - as I've PMed you before, if you find it, let me know, because I honestly don't see it.


Retired to Triaxius

I'm really digging the idea of a gore attack from Lesser Fiend Totem

then I would add bloody bite...

The Exchange

Complain about the new boards here!

Nat attacks run into issues at higher levels with DR unless you get an AMOF +5. I've been doing this stuff for a while. Mao!


Retired to Triaxius
Just a Mort wrote:
Nat attacks run into issues at higher levels with DR unless you get an AMOF +5. I've been doing this stuff for a while. Mao!

AMOF +5?


Retired to Triaxius

so would this help?


Strange Aeons Grp 2 |

Thou cannae take more the one totem. Choose wisely.

"Totem rage powers grant powers related to a theme. A totem rage power cannot be selected from more than one group of totem rage powers; for example, a character who selects a beast totem rage power cannot later choose to gain a dragon totem rage power."


Retired to Triaxius
GM Mort wrote:

Thou cannae take more the one totem. Choose wisely.

"Totem rage powers grant powers related to a theme. A totem rage power cannot be selected from more than one group of totem rage powers; for example, a character who selects a beast totem rage power cannot later choose to gain a dragon totem rage power."

I know that and I only can take two rage powers, so I would have to pick, so what is AMOF +5?


Strange Aeons Grp 2 |

You can't take different totem powers, other then that, whatever rage powers you want to trade your bloodline stuff out is your business.

Amulet of Mighty Fists +5. Muggle :p


Strange Aeons Grp 2 |

The two red lines demark where Einar first saw the creature and how far forward it went to, before it retreated into the darkness again.


Retired to Triaxius

two red lines, noted.

I finally picked the rage powers, I went with wisdom instead of fun and took the 'world serpent' powers so he can hit alignment based damage reduction.

Also see invisibility is ten minutes a level so he is still seeing the invisible...


Strange Aeons Grp 2 |

That's why you even saw Mr Skull dude. Basically he move action(moved up), standard action - acroed out of his sticky situation.


Retired to Triaxius

did the javelin hit, should I recon it to the bow with a coldiron arrow,

I'll repeat the in game question, shut the door or move?

Mort did we roll init?


Strange Aeons Grp 2 |

No need. Just do simple init, yours, theirs, yours, theirs. Javelin or bow would have missed. Its the AC issue. You should know, considering the "cliff incident." Though I apologize for not dealing with it in game.


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

@Hirah
If you have summoned them -- I'm not clear on that -- have you considered putting a Resist Energy (Electricity) on one of your creatures and have to go for the willowwisp?


Strange Aeons Grp 2 |

They were summoned on combat rounds, fairly far from Hirah - not possible to put resist energy. Besides, celestial template already gives them Resist Electricity 5, so it isn't a total loss.


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

Sorry, it has been too long since I last ran a summoning caster. I missed that the template gave them some resistance.

2,501 to 2,550 of 5,163 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [GM Mort's AP / mod - still deciding, closed recruitment] All Messageboards

Want to post a reply? Sign in.