
Ember V |

Ember is updated now, and ready to go.
I also changed my spells just a little, because I see that I have two potions of Lesser Restoration for use.
Spells selected:
2 (2/day) Cure Moderate Wounds(d) (DC15), Bull Strength, Spiritual Weapon
1 (3/day) Remove Fear (DC 14), Cure Light Wounds(d) (DC 14), Bless, Hide from Undead
0 (at will) Resistance (DC 13), Read Magic (DC 13), Detect Magic, Guidance (DC 13)

Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20

Sorta wishing I didn't check in on these 3 new posts in OOC ... sigh.
Note: I also changed my avatar ... hope that doesn't jack anyone up. While not an elf picture, it more accurately reflects the persona I'm going for and besides, that last guy was bringing me down ... :)

Rigor Rictus |

Is the present conversation over? If anyone has any more comments or questions for Alastair, please make them. If you do not, feel free to go on to your next actions in town. We can jump back and forth if there is more anyone would like to add to it.
Everyone who was wounded by the Stirges will have healed back 1 Con overnight from natural healing. I believe Ember was the only one hit twice, so she will still be at -1, unless she takes some step to counteract it.

Rigor Rictus |

As you have no doubt guessed, Zhan's side mission is an easy method to remove him and some other characters from a group that was becoming bogged down by NPC's. It also allowed me to remove a few of the PC's whose players vanished and have not been heard from.
However, it also allows me to keep the characters accessible should they be needed later, and they may tie into the story again later regardless. There is now a second party on the prowl in Ustilav. They have an Inquisitor, a Bard, a Rogue, and an Oracle. If you were to learn a local fighter had gone of with them, such as Riff perhaps, they would have a fairly decent party. Just sayin'.

Alistair ex Tyriel |

Well, mentioning upcoming absences, I will be taking the family on vacation in a couple weeks. I will be leaving the 22nd of June, returning on the 9th of July. During that time I won't have total lack of internet (laptop & smartphone) but I will be checking less frequently especially when on the road, as we will be covering over 3500 miles. Delia knows me, so if you need actions and such, Delia can cover for me, or just bot me around, I have most of the info needed in my profile.

Rigor Rictus |

Religion: 1d20 + 6 ⇒ (17) + 6 = 23
"That was a poltergeist. They are haunts that are incorporeal, but can produce unnatural fear and also move items in their location about with great force."
Ember looks a bit shamed that she fled from such.
"We should return and confront it."Turning to Delia, "The haunt siphons should work against it. Who has the last two?"
Hmm. This is something I had been researching before as it came up with the Animated Straight Jacket. I believe in transparency when it comes to rules and I like to maintain an open mind to alternative interpretations, which is why I am posting this, instead of just the ruling.
The Haunt Siphons are specifically designed to affect Haunts. Everything in their description indicates that they do positive energy damage, but that it is inflicted only to relevant haunts.
Haunt Siphon
Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.DESCRIPTION
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.
A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, gentle repose; Cost 200 gp
My interpretation of this description is that it does not affect regular undead as it is not actually a burst of positive energy like a cleric would be able to produce, but a specific application of positive energy that affects a specific type of encounter. I believe this interpretation is RAW, but that it is also RAI, as it otherwise would have written as a positive energy burst that damages undead. I think this works thematically as Haunts are different than undead. A haunt is a more defuse presence of malign spirits that cannot manifest individually as a specific undead creature. The Haunt Siphon is able to affect such encounters because it saturates an area with positive energy, affecting the Haunt as a whole, instead of a specific entity or being. As it is a creation, and not a true channeling of divine power, it lacks the concentration to affect creatures powerful enough to have an individual manifestation (undead monsters). Under this interpretation, they will not have any effect on a Poltergeist.
As stated at the beginning, this is my reading, but I am open to other points of view and counter arguments if you wish to make them.

Ember V |

I had not read that closely on the rules to Haunt Siphons, as I am staying out of the Pathfinder Adventure books so as to be surprised by what happens.
Since this is the way Haunt Siphons work, I will agree. I thought that they worked vs all undead, but I see this is not the case.

Rigor Rictus |

Well, I can't see much reason to buy or make them unless you know you are going into an area with a great deal of haunts. I think that in most cases, haunts are one off encounters, and not as concentrated as experienced in this AP chapter.
Of course, these Haunt Siphons were received for free, so using them probably doesn't have the same impact on the characters as they would have if they had paid full price for them.

Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20

I'm getting married on Saturday. I'm gonna be tied up for a couple weeks. Will post when able.

Ember V |

A question about the number of channels I have left.
I have 7 channels. I've used 2 in this fight so far.
But, I've used 3 (I think) earlier, except what I was using it for was defeated before my action, thereby removing the need for me to channel.
So, do I still have those channels availible?

Rigor Rictus |

If it was defeated before your turn, then you would have had no reason to use the ability. I'd say that you do still have that channel left. Any uses that you used before it was defeated (and I think there was one you used on the party, though that might have been the day before, I can't quite remember) would still be expended.

Ember V |

Going over this day's exploits, I find I have used 2 channels before this fight, and now 3 channels during this fight. So I have 2 channels left (one for round 6 and one for round 7).
I hope we can beat this creature...

Alistair ex Tyriel |

Ironic. I post mostly during the week, as I have young children, and don't get much chance to post from home.
I also have young children, I just find that I rarley have time to do much else from my computer. With posts, I can read a bit, or write a bit, be distracted, but come back to it later and finish up. I do admit though I find it easier to sit and have deidicated time to read/write during the work week (prefereably as much time at work as possible).

Delia Pilachet |

You may want to look at sending out PM's or something. I know my account drops (# new) in a moments notice half the time, and I miss when a game kicks back in unless I go through each one and check them just in case.
It's happened a few times where they thought I left, and all the while I was checking my campaign tabs multiple times a day waiting for an sign of (# new) to appear.

Rigor Rictus |

Welcome back Ried! Glad to hear you're married, and survived the process. (I think it's kind of like being frozen in carbonite that way, you either survive it, or you don't.) All kidding aside, it brings up the realization that I don't know a lot about many of you, so I thought I'd ask.
Since disclosure is probably the best way to get the ball rolling, I'll tell you a bit about me. I'm 34, married (coming up on 10 years), two kids (aged almost 3 and almost 1). By day I'm a therapist in a hospital (I work in Psychiatry). I'm from western Canada, and presently reside in Edmonton Alberta (not far from where all those controversial Tar Sands are dug up). I've been gaming since I was about 8, and GMing since about age 10. I've pretty much always preferred fantasy, though I do enjoy an occasional foray into Super Heroes, Supernatural, or Post Apocalyptic games. Other than RPG's, I'm into martial arts, ancient and medieval history, archaeology, fiction, and all things science.
So everyone, tell me a bit about you.