Second chance - Way of the Wicked (Inactive)

Game Master Big OM

A second chance for everyone, and now with a map of Branderscar


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Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

I'm going away for a couple of days and I strongly suspect I will not have phone or internet coverage. Anyone can post for Vank.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

I just realized Nadine could probably meditate for 15 minutes and gain her two new spells.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

By all means do so.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

the cardinal suggested a time limit but i forget. GM is it alright to take 15 minutes out?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I believe we have until morning, which would be hours but not 10s of hours.


You have 24 hours from you started until you must be finished.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

Tomorrow I'm headed on a trip for about a week. I'll have connectivity but not much time. I'll try to post when I can. Nadine might not be much use in this one anyway.


How many resources do you want to invest in the fight?[/ooc]


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

I'm back. Thanks for running Nadine. I had actually forgotten about Guidance, so that was excellent! Misfortune Hex is next for these types of situations.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I was glad to help. Guidance is the gift that keeps on giving, since you never run out. :) Hexes and constructs are an interesting discussion. I think Misforture is one of the few that will work. Evil Eye is mind effecting, so I do not think it would take, And a Sleep Hex would seem to be out as well.


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

FYI: I am getting married this Saturday, so will most likely not be around online after tomorrow (Friday 5/9/14) morning. Feel free to bot me as needed. I will likely be back online Tuesday or Wednesday.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

Congrats! I wish you all the best! Go have a ball with your new spouse and we'll worry about this group of sinners.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Wonderful news. I am an old married guy myself. I wish you the best.


Congratulations and good luck


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Grats, have fun and don't hurry back, we'll cope until your wife has finished with you.


Male Human

Blessing upon the two of you.


I agree with your thought in principal Stanislav. But lets say that Thomas takes 20 to examine the room for traps and the first tile just inside the door (not the case here)is a pressure plate. I have a RAI problem with that take 20 to cover the entire room as the first step inside would trigger the trap

RAW is properly the way you describe it.


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

Also bear in mind: each "search" check covers a 10' x 10' segment. So one would take forever and a day to search an entire place in such a fashion.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I concur Robert. One take 20 will never search an entire room, even a small one. I think we are all on the same page, and am fine with not taking 20 on searches. But then I would like to be able to search the same area 3 or 4 times, or more, if, like the podium, we have reason to suspect it.


I have no problem with taking 20 on searching for chests, fingerprints or doors. As nothing happens on failure there.

In regards to more search checks, that depends on your reasonable suspicion, more checks here are reasonable due to the wording on the door.


Would you normally gain a passive perception roll to find the door Stanislav just found?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I have to admit to not being sure about how passive perception works. It totally makes sense that you might see it. Some DMs ask each person passing it to roll a perception check and just never say why. Others give no chance unless you search. A few use a take 10 perception roll for passive, which is seldom enough to find hidden things. I think you have to go with what feels right to you and then just be consistent. When I DM I let everyone roll once to see if they notice it as they walk by.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

I've seen GM's do it both ways. Some just calculate taking 10, which later on really benefits those who keep their perception high. Others will do a secret roll. On PBP, you could do the rolls in the spoiler.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Another option I have seen which I've liked is ask the players for 10 rolls at the beginning of an adventure then crosses them off as he/she needs them.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

I'm away for the weekend please feel free to post anything for me.


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

FYI: will be away for the weekend attending a wedding. Should be back online Sunday evening.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Just a quick heads up, I'm away this weekend. Additionally work will be very busy until the end of the month and I'll be away most weekends this month too. If I slow to respond please post for me.


Male Human

In Honor of the Day.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

I never definitively made a choice about Robbie. The power is real, as represented by her abilities. So I see three likely possibilities:

1. She's insane. It's all in her head and she's really got the power herself, as granted by Asmodeus.

2. She's right. Asmodeus has helped keep her son's spirit around and granted him and her powers. And he's just as messed up as she is. Regardless of everything else, this is what she believes.

3. She's being duped. Her 'son' is nothing more than Asmodeus toying with her and using her to further his own purpose. Maybe it's some other spirit working for Asmodeus to gain power.

#1 and #3 are more interesting than #2. Overall #3 a far cooler and perhaps heartwrenching story. How long would she continue to believe this? What happens if she finds out? I have no clue.

Thoughts from others?


Male Human

Why not combine 1 and 3? Or if that seems too much, I'd go with 3, but I'm a little sadistic that way.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

Thinking about it more, #3 means there's some reckoning down the line. I have no idea if that fits the AP or if we're just all supposed to be good Asmodean soldiers from here on out. So if that doesn't fit with the campaign, I'm ok with either #1 or #2.

A weird story indeed when a little boy's spirit being held by the god of Hell to give his mother dark powers is the "less interesting" story.


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

FYI everyone: I will be away in sunny Curacao from Wednesday the 25th until Wednesday the 2nd. I will have my phone with me, but since I'll be on my honeymoon, I don't know just how much posting I'll be doing.


@Robert. I am lost by your posts and are not sure they are done correctly. In the post from Sat the 5th you cast Burning Hands as your surprise action doing 6 damages + an additional 2 damage in the next round i.e. round 1. In your post from Wednesday you cast burnings hands as your round 1 action doing 4 damage and 3 burn. In addition you roll another burn damage for 5, where do they come from. I have seen your link to alchemical fire, but I have not seen you throwing it, only drawing.

In Addition I can't see how you are able use a 15 ft. cone after Vank has moved in and Stanislav are 5 ft away.

Let me know if we need to change your action.


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

Ok. My error on the ranges then. Using alchemical fire as an alchemical power component, above and beyond normal components, allows for certain benefits.

Burning hands, for example, causes the target to be affected by the flask as if hit directly.

Scorching ray can cause the same if the flask is expended, or gain a +1 to hit if used as a focus instead.

My apologies for being unclear.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

I'm currently having Internet problems. Modem is broken and phone is out of Internet. I'll post when I can sorry for any delays.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

I'll be traveling unexpectedly for the rest of the week. I may or may not have internet, I'm not sure. Please run Nadine as appropriate.


Please pick one trait below or feel free to suggest your own and we'll work on that.

“Asmodeus is with you.” Adrastus Thorn indoctrinate you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

“Deception is a tool. Master it.” Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +1 trait bonus to Bluff and Sense Motive.

“Discover what is real and what is illusion.” Adrastus has taught you to see through deceptions and to never lie to yourself. You gain a +2 trait bonus on saving throws against illusions.

“Fear nothing save our dread lord.” Adrastus Thorn has shown you fear and taught you to master it within yourself. You gain a +2 trait bonus on saving throws against fear effects.

“Focus strengthens your will.” Adrastus Thorn drills you on ways to avoid magic that seek to take control of your mind and divert you from your mission. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

“Let us perfect your favorite spell” Adrastus Thorn drills you again and again in the use of one particular spell. Pick one spell. This spell’s effects manifest at +1 caster level.

“Quiet as death” The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.

“Strike first, strike ruthlessly and thus be victorious” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.

“Wear your armor like a second skin.” You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.

“You shall be my angel slayer.” Adrastus thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.

The training will be written out as a montage, feel free to suggest elements you would like to have included.


Male Human

I think I'll take the “Strike first, strike ruthlessly and thus be victorious.” Seems like the kind of training Thomas would go for.

HP: 1d4 + 4 ⇒ (1) + 4 = 5


Male Human

Level Up complete.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stansislav takes a level of Fighter

BaB +1
Fort and Will +1
3rd level ability - Maneuver Mastery +2 to all CMB and CMD
Feat will be:

The Dying:

You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.

Prerequisites: The Bitten, 3rd level

Benefits: Your natural armor improves +2, your dark-vision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

I'll work to incorporate all this into the character sheer.

Skill points: 8
Knowledge Arcana 1
Knowledge History 1
Knowledge Nobles 1
Perception 1
Ride 2
Survival 2

For his new trait he will take Wear your armor like a second skin.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Still thinking about which trait to get. But otherwise done:
New Revelation:
Blood of heros (personal inspire courage)
New Feat:
Power attack
New spell:
Divine shield
Several skill
Misc other changes

HP: 1d4 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

3rd level:
HP: 1d6 - 1 + 1 ⇒ (3) - 1 + 1 = 3
+1 Fort Save
+1 Reflex Save
+2 2nd level castings
Skills: Climb, Bluff, Perception, Kn(Arcana), Kn(Dungeoneering), Kn(Nature), Kn(Religion), Sense Motive, Spellcraft, Use Magic Device
Favored Class: +1 HP

Deliver Touch Spells (Su) - At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.

Feat: Extra Hex - Misfortune

New Spells: Vomit Swarm, Pox Pustules

GM, not many of Nadine's spells really benefit from +1CL. Could her trait allow her to quicken a specific spell 1/day? Or if that's too powerful, then how about Extend (Double duration)?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

The group seems to be rolling hit points differently. Can someone remind me how we are to do it?

Just an fyi, Stanislav is now somewhat feat starved. He has to spend 5 feats on his "disease". Also his hit points and Fort save are suffering as his Con continues to drop. He has already lost 4 points of Con. I am telling you this to remind you that Stanislav was built as a finesse fighter and in no way is a tank. Vank will hit as hard and likely have both more AC and more hit point now or very soon.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

No I just forgot the house rule. Roll for half and get the other half, right? So Nadine's should be:

HP: 1d3 + 3 - 1 + 1 ⇒ (2) + 3 - 1 + 1 = 5


Male Human
Big OM in Recruitment wrote:
HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Alright I think from Vank's point of view the statement he aligns with best is: “Strike first, strike ruthlessly and thus be victorious”. (“Quiet as death” and "Focus strengthens your will" were close)

Leveling done.

I'll have a think about training montages


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

Level 3 Oracle

HP: 1d4 + 4 ⇒ (2) + 4 = 6
+1 Reflex, +1 Fort
Training: Deception is a tool, master it. More bluff is a good thing!
+1 Spell Known (burning disarm)
+1 1st level spell / day
Revelation: Gift of Madness
Skills: Bluff, Disguise, Diplomacy, Intimidate, Linguistics (Necril), Know (planes), Stealth


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Oh, one more thing, Stanislav is now sickened in direct sunlight. Not sure if you casters can help him out or not. If not he is planning on being mostly active at night and inside. :)


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

On the topic of a training montage I am envisioning:

Quick cut shots of each of us, starting with Stanislav, swinging weapons or casting at a target off screen, with the cardinal watching and giving occasional advice. Occasional blood splatters become obvious and camera pans back to show we have all been using a live target, a adolescent in full plate but secured to wall so he can't escape. Quick cut shot now of this man getting worse and worse for wear over a period.

Vank gets over keen and rends a into the armour causing a fatal blow. The Cardinal looking annoy goes over and looking at the armour casts a mending spell on the armour before raising the man as a zombie. Training continues on the zombie who slowly gets worse and worse. Starts by losing a finger and there and then a hand and the a large lump of flesh from his side. In a climax we all hit with a fatal blow at the same time, Nadine vomits up a swarm of spiders that climb over it and start to claw into his mouth, Thomas stabs both swords under the arms in the rib cage, Robert sets on fire, Vank's swing separates it's torso from it's legs and Stanislav's blow separates it's head from it body.

Stop there or a further bit based off football movies.

We study a chalk board with what looks all the world to be football plays as the Cardinal explains then play them out against demons (or devils) the Cardinal has summoned. Quick cuts between different scenarios, Open pitch battle, braking into a house and kill the occupants, defending a wall against hordes, ambushing a group in the forest (etc). At the start we are disorganised and trip over each other or get in the way for each other's spells, but by the end everything is smooth and efficient.

Comments? Additions? Changes?


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

So instead of Misfortune, I'm considering Nadine taking the Cauldron Hex. Much less useful for battle, but she could help equip the group, especially if the OM will allow Vank or Robert to help create the potion with a Divine spell.

Thoughts? This might lead to Poison Steep which is of questionable effectiveness depending on what the GM will allow. But it also eventually leads to Cook People, the best Hex you can never take normally!

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