Snows of Summer (Reign of Winter I)

Game Master lucklesshero

Book 1 of the Reign of Winter Campaign


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male Snows of Summer

I'm pushing the game forward but I always like to explain myself when making a decision like this so everyone has clear expectations further along in the adventure Path.

So let's start with the ability of Scent how the game defines it. A couple things we should note right off:

The creature can detect opponents within 30 feet by sense of smell.
Notes; I think the key distinction here is the word 'opponent' how does an animal or any creature know what an opponent is unless:
A. The opponent attacked or otherwise acted hostile towards it (it being the animal or creature with low intelligence)
B. The Animal or low int. Creature was somehow made aware who or what an opponent is. (such as being told 'sick-um boy', or a whistle being blown ect..)
C. Or perhaps in certain situations of survival the animal knows instinctively who the enemy/opponent is. ( A hungry animal treating potential prey as an opponent, a female animal protecting her young, a corned or trapped animal lashing out at everything near it)
If there are limitations on the definition of opponent is, we risk opening up the possibility, that the animal companion treats everyone as an enemy/opponent, unless instructed otherwise. So, drawing from a real life example, "do police dogs attack everyone? or most the time do they wait for their officer's command?"

OK I think I've established sufficiently (for game terms) that opponent must meet some criteria and that animals are generally poorly suited distinguishing between friend and foe.

So we know that just being within 30' of animal with scent it's aware of another creatures presence, but may or may not be aware that creature is an opponent or not.

So moving onto the 2nd part of scent: When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

OK pretty strait forward..the creature can take a move action to go in the general direction of an unseen creature: However, the question is, " what motivates the animal to move towards the unseen creature, if it's not bothered by the unseen creature?" This is where tricks come in.

I could maybe see,a low int. creature or animal, looking for an unseen attacker and trying to fight back. ( ie. if it had the attack unnatural creatures ability because let's face it there's nothing natural about attacking an invisible creature for most animals..bats, underground creatures like moles and badgers may be the exception) Most animals engage prey with all their senses not being able to see prey would be most unnatural for say a wolf or lion.

We then move on by examining the last part of scent (as it is written in Pathfinder) ;
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track.

OK pretty straight forward again. A creature with scent is capable of tracking with it's nose (or other olfactory units); The question remains, " why does it want to track it's target? Is it for food? Is it because the unseen person or thing present a danger to the animal?" No again we run into the problem of an animal being very unlikely to track or seek out an unseen person or thing without being told to.

Lets use the drug sniffing dogs at the airport to draw on a real life example..."Do they search every car or baggage for drugs on their own accord? Or were they trained to search only bags and cars they were told to?" Stretching that thought out a little further let's state the obvious...we know all dogs and pigs have very good scent, some dogs are trained to find dead bodies buried for years; some pigs are trained to find valuable truffles..."does this mean all dogs and all pigs can automatically find dead bodies and/or truffles?"


”Lanfried” | Male LN Medium Dwarf Arctic Druid (2) | HP 19/19 | AC 15, T 11, FF 14; +4 vs Giants | CMD 15| F +5 R +1 W +6; +2 vs. poison; +4 vs. spells, and spell-like abilities | Init +1 | Perc +7 | Speed 20ft | Spells 1st 3/3 |Active Conditions: None.

Sounds fair to me lucklesshero.


male Snows of Summer

So I'm going to finish this lengthy annotation, by addressing something specific about handle animal rules: (particular for druids)

Let's start with the Druid ability Link Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

*EDIT*Note: It looks to me like Lanfried might have not put a rank in handle animal at 1st level or his default for handling his animal would be +7 (-1 Cha, +1 rank, +3 class skill, +4 Link bonus):
Lanfired This does mean your skills section is incomplete on your page profile as it only list 3 skills you have ranks in, (knowledge nature, perception, and survival) I assume the missing rank is in knowledge local as you took a trait to give you that knowledge as a class skill; however, it is a little unclear exactly what your intentions is as your skills section is incomplete.
Lanfied your skill section is fine..I just realized you '8' Cha makes your Starting Handle Animal skill only 3 when you place a rank into it..my bad..solider on!

So I think we're all pretty clear on how handle animal works: Handling an animal is usually a move action (that is to get an animal to do a trick it was trained for) and the pushing an animal is usually a full-round action (get animal to do a trick it is untrained for) pushing an animal is DC: 25 and handling an animal is DC:10.
Note; An often overlooked exception to these DCs is; when an animal is injured, it adds +2 to the DC.

For Druids and Rangers Handling their own animal is a shorter process; The handle animal function becomes a free action and the push animal function is a move action.

Lastly let's look at the trick I suggested Grawlic and Lanfried might want to learn:
Detect (DC 25): The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as out of the ordinary about a room or location. Note that because the animal is not intelligent, any number of doors, scents, strange mechanisms, or unfamiliar objects might catch the animal’s attention, and it cannot attempt the same Perception check more than once in this way.

At first I thought this Trick might apply to all animals..even those without 'scent'...but to me it's pretty apparent that this is aimed right at creatures with scent. Having said that, if a person made a particularly good case for say an animal without sense being trained this way...(say a dolphin or bat) I'd allow it but not let them have the other advantages of the scent ability (like automatically knowing there's an invisible creature within 30' of you ect..)

So considering all that I've wrote here and taking a look at Grawlic's current tricks:( Hunting, Attack II, Down, Fetch, Heel, Seek, Track) I'm ruling that, Grawlic must be Pushed to find an invisible enemy that has not attacked him or Lanfried. Which means Lanfied's roll is not enough and Grawlic just looks at his master in expectation wondering what Lanfried wants him to do next..

short note on Seek:
It should be noted I took a look at the seek trick before I wrote this to see if it qualified as a trick to find the bad guy...However, upon inspection I've come to the conclusion that the wording does not support that: Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate. This trick seems to be a 'scouting trick' ex: "Lassie go see if Timmy is stuck in the well" "Rin Tin Tin, go in the next room and bark if there's an orc!"

In a room full of people and an active combat...I just don't see this as the proper trick...however, If grawlic had been say..sent into the cabin alone (or even up to the cabin's back door because of his scent ability and his ability to perceive alive and move things through his hearing) then he would have almost certainly stooped and started growling ect...

Another scenario where I could see this working is sending the animal into a seemingly empty room alone and it's sent ability immediately picks up there's something in there..ie when your dog barks when someone is at the door before the doorbell is rung...or a cat suddenly start to growl when something unseen and dangerous is around ( a la Ripply's cat in Alien) so in conclusion..there might be a 'way to get around' using the 'detect trick' for detecting invisible opponents...but the exceptions would be few.


m Image of Arrac Barbarian 2| HP:25/29 | AC:16 [17] FF: 14[15] T: 12| Fort: +6(+12vs cold env.) Ref: +2 Will:+3, Perc: +6 Init: +2| Rage: 9/9

The above is why I always get a griffon or some other AnC with an Int of 5 or higher asap (and usually put a couple ASI into Int). Literally can't be arsed with the handle animal rules till then. (though the bonus tricks and starting out already having trained the animal for tricks is alright.)


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

I'm a little annoyed by that invisible guy and took the time to read up on invisibility.

We know he is there, as we have seen and heard him. No issue with that. Now we need to pinpoint him.

the modifiers he could get are:
20 for being invisible
+20 to pinpoint
+20 for not moving
+Stealth roll

What he actually gets in my opinion:
20 for being invisible
+20 to pinpoint
-20 for talking (verbal components)
Nothing else, because no stealth while talking.

Which would lead to a simple DC20 Perception roll to pinpoint the guy while he is casting. That's still a high number for 1st level characters, but it's manageable.


m Image of Arrac Barbarian 2| HP:25/29 | AC:16 [17] FF: 14[15] T: 12| Fort: +6(+12vs cold env.) Ref: +2 Will:+3, Perc: +6 Init: +2| Rage: 9/9

Sorry, I made my last post while distracted in an attempt to get a post in.

Ignore everything but the part about tieing the man up.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

For OOC purposes only, what spell is the evil cleric using on Arrac?


male Snows of Summer

murderous command.. I should gave you a spellcraft check sorry...Assume Hassan nailed the spellcraft check..


male Snows of Summer

Nice Fight guys! that was a tough one! Let's see if we can get Wassillisa back on her feet and explore the rest of the cabin! You guys are Very close to leveling!


male Snows of Summer

After the Fort saves are made you guys can move on search the rest of the house. I have Wassillissa placed on the center table in the main room right now. I assumed you collected all the mundane weapons and threw them in a corner near the front door.

Baring some type of healing Wassillissa is out for a while but stable. (Newmark gave his only healing pod to Hassan)

You'll have to search the rest of the house for the noble lady and/or any healing.


male Snows of Summer

OK so I'm going to stop this combat from a 'meta' point of view...something I usually loathe to do. I think in part; because of the intermittent nature of PbP, part poor rolls, and part because players and GM alike are misinterpreting each other's post, that this relatively simple combat has drawn out to a very lengthy one.

The facts are this..this creature has DR/5 bludgeoning ...unless Grawlic crits...he just cannot damage the creature. Lanfried ...not being trained in religion...doesn't have the necessary knowledge skill to recognize his animal companion's limitation.. (Hassan and Newmark are both blocked from even viewing the creature because, their other companions have bravely forced themselves into the battle, but are other-wise i'll prepared to face such creatures..)

It's just kind of a perfect storm of limited movement, poor rolls, and tactics that didn't quite work out...

However, you're still going to win this combat ..it will just beat you up more than it otherwise might have; if you had made different decisions and/or gotten better rolls.

In the interest of moving the game along I see no reason to play out the skeleton's cold energy and possibly scimitar hits eventually downing the poor cat before someone with a blunt object eventually smashes it for it's remaining Hit point...

I'm instead going to write a summation of the combat and the events there-after, and let you roll-play based on what you find in the rest of the house.

Combat Over.


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

Bites count as P, B and S, so Grawlics damage goes to the skelly 1:1.

Besides that, someone strong could move the skelly into the room with a combat maneuver.

But I'm not opposed to combat over. Thanks for not letting the skeletons explode on destruction, btw.


male Snows of Summer

yeah seemed a little OP..but frankly I forgot on the first one...yeah bites do count as Blunt (still a bit of my thinking caught in 3.5 sometimes)...I still think this is the best outcome...if Hassan recognizes the danger of this skeleton he'd advise people to fallback and throw heavy objects or hit it with sling stones...(there's enough broken chairs to serve as makeshift clubs in the main dining area ...)

Anyway thanks for bearing with me everyone...even after 5 years playing this system I still have a bit of a learning curve.


m Image of Arrac Barbarian 2| HP:25/29 | AC:16 [17] FF: 14[15] T: 12| Fort: +6(+12vs cold env.) Ref: +2 Will:+3, Perc: +6 Init: +2| Rage: 9/9

what is the creatures CR? If it is below CR 1, then anyone can make the knowledge check to identify it. (the DC is normally 10 + monster’s CR, rounded down is 10 for any creature below a CR of 1 IIRC)

but I'm fine with skipping to an end either way. Constant energy damage effects are pretty dangerous at level 1-2. Even if they are only a d6 or two, technically Arrac would likely have died from the cold aura if it took that long to happen. So summarizing the fight is A-OK for me hehe.


Was going to hit them with my Fire Bolt if I ever got a clear LOS.


male Snows of Summer

OK everyone can start leveling your character to second level while we rol-play this last part out at the cabin...if you have herolab please send me a copy of your up-dated profile to my email lucklessher@yahoo.com ....if not please fill in your Paizo profile as comprehensively as possible so I can make a herolab profile from scratch.

Please try to co-operate and 'fill in holes' you see the party might need. much of this adventure takes place far from any civilization so you won't have access to experts and skill you might not normally have. It might be a good idea for each of you to list the skills you have and perhaps take ranks in knowledge skills your party is lacking..(in Lanfried's case we found out some 'handle animal' might be useful)..
Healing, alchemy, geography..are skills that seem to be missing at the moment..

Newmark's current skills

Knowledge Arcana
Knowledge History
Knowledge Local
Knowledge Nature
Spellcraft

Thinking of taking ranks in the following Appraise, Arcana, Planes, Spellcraft, and Swimming. (but am open to suggestions)


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

How do you do HP? Average for the class? Or rolling?

Skills with ranks in it:
Climb +2,
Disable Device +7,
Heal +5,
Knowledge (Dungeoneering) +6,
Knowledge (Nature) +6,
Perception +6,
Perception (Trapfinding) +7,
Ride +5,
Spellcraft +8,
Stealth +5,
Survival +6,
Survival (Follow or identify tracks) +7,
Swim +1,


male Snows of Summer

We'll I usually do average....but if the consensus is rolling we can do that...if that's the case...I highly recommend you guys take to using Hero Points , that way if you get a poor roll for HP...you can expend 2 hero points to re-roll your HP... As I already mentioned...you'll have two Hero points going into second level if you take this option.

What Hero Points can do:

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: (please note: most special request will require 2 Hero points and include things like re-rolling your HP) You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

I'm no fan of rolling.

With average I know what to expect, but two bad rolls in a row for a martial character, and the whole concept goes to the gutter.

Average is already included in that level up :D


male Snows of Summer
Wassilissa wrote:

I'm no fan of rolling.

With average I know what to expect, but two bad rolls in a row for a martial character, and the whole concept goes to the gutter.

Average is already included in that level up :D

good enough thx...what's your thought on hero-points Yeah or Nay? Pretty sure Hassan was against...that would mean the three of you would all have to be for Hero-points for me to implement the system...

Personally, in a deadly adventure like this, I think you could put them to good use...I played in a 3 year long campaign that used hero points and it still didn't prevent the party getting TPK'd by the BBEG ..so I feel they balanced enough to get you to the points of the story that really make 'Hero's' out of your characters..but if you'd rather not bother I'm happy let it go, and play the game as is.


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

In a table game we got those too (or something similar). I tend to forget we have those, in normal situations, but it became necessary to be able to tell "I'm not dead, only unconscious". Because it became hard to find opportunities to bring in the replacement characters again and again on the deadly quest. And some actually wanted to keep their character for more than two evenings.

We get like one or two hero points per AP book so it only gets used in dire situations. It's not really power gaming this way.

That said, I am a big fan of power gaming, and it's a pity the Mystic Game I played in died. That is where true power lies.

So, in conclusion, I'm pro Hero Points. But mostly for the Cheat Death part. There are just not enough of them to do much more.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan will add Know Religion and Arcana (he is a witch hunter). He will also add in Sense Motive, Perception, Heal, and Spellcraft (to trigger his spell sage special ability).

He will add acid splash and a spell called winter feathers, which protects against need Fort saves vs cold, to his casting repertoire.

He gets Cunning Initiative which adds his Wis mod (+4) to his Init making it +6. He also gets Knowledgeable Defense, which gives a +1 to saves vs spells which he can identify with Spell Sage (which itself gives a +4 bonus on Spellcraft checks).

Also gets +1 to Fort and Will, and +1 to BAB.

Will email the .por file but the stat block is attached here:

Hassan Stat:

Hassan al'Akbar
Male human (Keleshite) inquisitor (witch hunter) of Sarenrae 2 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 53)
NG Medium humanoid (human)
Hero Points 2
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 14 (2d8+1)
Fort +3 (+5 circumstance bonus vs. cold weather), Ref +2, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron longsword -1 (1d8+2/19-20) or
dagger +3 (1d4+2/19-20) or
scimitar +3 (1d6+2/18-20)
Ranged composite longbow +3 (1d8+1/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 2nd; concentration +6)
7/day—fire bolt (1d6+1 fire)
Inquisitor (Witch Hunter) Spells Known (CL 2nd; concentration +6)
1st (3/day)—cure light wounds, hex ward[UM] (DC 15), winter feathers[ARG]
0 (at will)—acid splash, daze (DC 14), detect magic, disrupt undead, light
Domain Fire
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 10, Wis 18, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Favored Judgment[UM], Persuasive
Traits flame of the dawnflower, vigilante witch hunter
Skills Acrobatics -3 (-7 to jump), Diplomacy +2, Heal +9, Intimidate +7, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +9, Ride +1, Sense Motive +11, Spellcraft +5 (+9 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll), Survival +8
Languages Common, Kelish
SQ hero points, knowledgeable defense, spell sage, stern gaze +1
Other Gear breastplate, buckler, arrows (52), cold iron longsword, composite longbow (+1 Str), dagger, scimitar, backpack, bedroll, belt pouch, blanket[APG], candle (10), canteen[UE], cold weather outfit, flint and steel, holy text (Sarenrae)[UE], manacles, silk rope (50 ft.), spell component pouch, trail rations (2), wooden holy symbol of Sarenrae, 73 gp, 16 sp
--------------------
Special Abilities
--------------------
Favored Judgment (Humans) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Fire Bolt 1d6+1 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Witch Hunter) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Knowledgeable Defense +1 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th
Spell Sage +4 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
--------------------


”Lanfried” | Male LN Medium Dwarf Arctic Druid (2) | HP 19/19 | AC 15, T 11, FF 14; +4 vs Giants | CMD 15| F +5 R +1 W +6; +2 vs. poison; +4 vs. spells, and spell-like abilities | Init +1 | Perc +7 | Speed 20ft | Spells 1st 3/3 |Active Conditions: None.

I have 4 skill points per level. I need to spend 1 on Handle Animal to keep Grawlic in line. I plan on putting the other 3 into survival, knowledge (Geography) and swim.


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

I took a level in sorcerer and Endure Elements as spell known. As it lasts a day I can cover the whole party with that. Can't cast anything else then, but at least we won't catch a cold again.


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

Winter Feathers:
School abjuration; Level bloodrager 1, cleric 1, druid 1, inquisitor 1, ranger 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target feathered creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target’s feathers thicken and fluff up to ward against winter’s chill. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. This spell doesn’t provide any protection from cold damage, nor does it protect against other environmental hazards associated with cold weather (such as slipping on ice, blindness from snow, and so on).

When you cast this spell, you may have the target’s feathers turn white for the duration, granting it a +4 circumstance bonus on Stealth checks to hide in ice and snow.

Not to be a spoil sport here, but that spell has some serious limitations.


”Lanfried” | Male LN Medium Dwarf Arctic Druid (2) | HP 19/19 | AC 15, T 11, FF 14; +4 vs Giants | CMD 15| F +5 R +1 W +6; +2 vs. poison; +4 vs. spells, and spell-like abilities | Init +1 | Perc +7 | Speed 20ft | Spells 1st 3/3 |Active Conditions: None.

I also have endure elements so we can split the work. Also adding Purify Food and Drink and Cure Light to my prepared spells.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage
Wassilissa wrote:

** spoiler omitted **

Not to be a spoil sport here, but that spell has some serious limitations.

Ooops didn't see. If you guys have Endure Elements covered, I will go back to the well on something else. Thinking Divine Favor.


m Image of Arrac Barbarian 2| HP:25/29 | AC:16 [17] FF: 14[15] T: 12| Fort: +6(+12vs cold env.) Ref: +2 Will:+3, Perc: +6 Init: +2| Rage: 9/9

my vote is for roll, but you can't get lower than half your HD.

IE, you can choose to roll, but if you roll poorly you lose out on 1 HP that level.

so, say I chose to take a roll, I rolled a 3, half my HD is 6.5 rounded down thats 6, so I still get 6 hp instead of the 3, but I still lost out by not taking the guaranteed average. Make sense? There is still a risk to rolling, but it won't royally screw over a character via doing it. Or, if you wanted to make it a larger risk, you could do half HD-1, so the lowest someone with a D12 HD could get would be 5. d10 4, d8 a 3, and so on.

if you are good with that idea, I'll go ahead and roll, and likely will roll every level. Because I like rolling dice, physical ones are more fun, but virtual ones are fun too haha.

hp: 1d12 ⇒ 11

Skills:
perception +1 (+6 total)
Know. Nature +1 (+6 total)
swim +1
Intimidate +1
Acrobatics +1

Rage power: undecided atm. probably superstitious because it leads into witch hunter/spell sunder.

I'm also considering going for the stalwart feat line, if the game continues past the 1st book (IIRC there was some chance of that) which will be a ton of fun later on. Since at level 11, I'd have about 11DR/- when using it, and about 12-13 DR/- when raging haha.

also, are ya'll hunkering down in this place until the romeo and Juliet recover, or are ya gonna carry us back to town lol.


”Lanfried” | Male LN Medium Dwarf Arctic Druid (2) | HP 19/19 | AC 15, T 11, FF 14; +4 vs Giants | CMD 15| F +5 R +1 W +6; +2 vs. poison; +4 vs. spells, and spell-like abilities | Init +1 | Perc +7 | Speed 20ft | Spells 1st 3/3 |Active Conditions: None.

I have updated Lanfried's character sheet. I'll do his and Grawlic's aliases later today.


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

Arracs suggestion would net an average of 7.75 HP for the barbarian per level. Or 4 for a sorcerer. Just did the math as I thought that suggestion is totally OP. It isn't but it's a solid boon compared with average.

I usually offer average rounded up or rolling and stick with what you get.
I think I mentioned I'm no fan of rolling, did I? ;)


male Snows of Summer

the point of rolling is for the variance... if you take away the high low rolls you cut down on the variance... and create Gestalt type characters...Hero points can cut down on some variance but not all...since neither Lanfried or Arrac addressed the Hero -point question I'll assume once again they're not for implementing the system.. Therefore, we're going to use PFS system of applying HP...(in Arrac's case..he would get 7hp from his die 12..)


”Lanfried” | Male LN Medium Dwarf Arctic Druid (2) | HP 19/19 | AC 15, T 11, FF 14; +4 vs Giants | CMD 15| F +5 R +1 W +6; +2 vs. poison; +4 vs. spells, and spell-like abilities | Init +1 | Perc +7 | Speed 20ft | Spells 1st 3/3 |Active Conditions: None.

I am really not phased about hero point. I have never used them in a game before.


m Image of Arrac Barbarian 2| HP:25/29 | AC:16 [17] FF: 14[15] T: 12| Fort: +6(+12vs cold env.) Ref: +2 Will:+3, Perc: +6 Init: +2| Rage: 9/9

thats my fault, I thought I mentioned it. I'm down for hero points.


”Lanfried” | Male LN Medium Dwarf Arctic Druid (2) | HP 19/19 | AC 15, T 11, FF 14; +4 vs Giants | CMD 15| F +5 R +1 W +6; +2 vs. poison; +4 vs. spells, and spell-like abilities | Init +1 | Perc +7 | Speed 20ft | Spells 1st 3/3 |Active Conditions: None.

Lanfried updated.


”Grawlic” | Male N Small Animal Companion (2) | HP 15/19, -4NL | AC 18, T 16, FF 13 | CMD 17 | F +4 R +8 W +1 | Init +5 | Perc +5; low-light vision, scent | Speed 50ft | Active Conditions: Fatigued

Grawlic Updated


male Snows of Summer

Ok so were going to official conclude part one...because two players are down and cannot partake in the questioning of Lady Argentea...I'm going to give you info exposition style . Also, we're going to skip the couple of days you'll need to stay at the Ranger Lodge to recover and get people conscious and healed (at least enough for the journey back to Heldren).

We'll start from Heldren say on Wednesday this week (in real time) that will give you time to divide the loot and do a little shopping. Please keep in mind very limited magic is available in Heldren...But you can assume that you could purchase up to 6 scrolls (the most amount of days you'll spend in Heldren before moving on with this adventure) of 1st or second level (cleric spells from the core rule only)...from Elder Natharen Safander ( he only charges you 1/2 price approximately what it cost for him to make them)

Also in addition to the loot you've already obtained: Lady Argentea is grateful..two Lions blades accompanied by a platoon of regular conscripts, arrive only a day after you return with Lady Argentea. Lady Argentea promises to report the strange going's on near the small town but, she still sees herself mostly as a victim of bandits. She offers you a purse of 500gp, and wand of cure lt wounds (17chrg). She also offers a warm reception, should you ever travel through her lands. Lastly, she orders 10 of the conscripts, to make camp and assist Heldren for one month's time or until called upon.

Heldren is not ungrateful either...and indeed will offer you plenty of assistance if you agree to continue your investigation into the strange occurrence of weather. If you agree to carry on with the mission...up to 5 cold weather gear can be made available ...two donkeys...and two weeks rations (per person..and two week's worth of feed for the animals)...The apothecary gives you a potion of resist cold that she bought off an Ulfen guard many years ago and offers a 20% discount on up to 20 (alchemical) items, in her store (yes she has at least 20 alchemist fire). Lastly, any mundane weapons (50gp or less) are simply given to the PCs from the towns armory at the PCs request. (not to be abused to sell later ect..)

Some other items the PCs find that might be for sell around town: (full price)

Livery Stable: Has light war horses and ponies
Temple of Erastil: has a relic wand made from a stags antler (wand of magic weapon 24 charges 360gp)
Old Mother Theodora (local soothsayer and witch): has wand of scorching ray (42 chrg, 3,800gp) and a scroll of sleep (25gp)
The general store: has most items in the Core rule book equipment ( no alchemical, magic, weapons, armor) and a couple magic items ; an arrow magnet (500gp) and a ring of force shield. (4,250gp)
The blacksmith: has 10 cold iron sling bullets +1 (861 gp), a suit of master work banded mail (400gp), and can make any armor in core rule book up to chain mail in the 6 days the party is there (but not MW)
Apothecary (full price items):Hide from undead (potion) 50gp, 2 potions cure lt wounds (50gp each), potion of magic fang (50gp), potion of blur (300gp), potion of darvision (300gp), potion of bull's strength (300gp), potion of invisibility (300gp), potion of lesser restoration (300gp), 2 potions cure moderate wounds (300gp each), potion of non-detection (750gp).


male Snows of Summer

No need to post till Wednesday in the game-play section.. I'll post a lengthy exposition sometime tomorrow night or Wednesday morning...use the following time to divide treasure and buy stuff...post what you want to buy in the discussion thread after the treasure is divided...(remember Newmark get's a full share...but will take the 'full cost' of any scroll inscribes into his spellbook off his share of the treasure Ie..if Newmark scribes a 2nd lv spell into his book..he'll take off 150gp from his share of the treasure)..

Lastly addressing Hero points...what I'm hearing now is..Lanfried, Arrac, and Wassillissa... are O.K. with Hero points? If this isn't correct please correct me. If this is the case this will be the system going forward (so please mark this post)...

1. All of you have Three Hero points after the rescue of Lady Argentea...
2. Wassillissa, Lanfried, Grawlic, Hassan, and Newmark will all use PFS rules for HP leveling..
3. Arrac will role his HP once per level He must wait until I ask him to roll and give him a time window to roll his HP..(from this point forward), Having said that, I'll accept the '11' he rolled this time. He may choose to re-roll his HP if he has 2 Hero points available at the time of his leveling... (hard not have, you get one each time you level)
4. You may only have 3 Hero points at any time, unless, you take the feat that increases hero point capacity..(so use um or loose um)
5. I give out hero points very sparingly ..no pressuring the GM to 'give a hero point' please.
6. If confused about what hero points can do please refer to the back of the APG or read This post.
7. Oh lastly Newmark does not have Hero points...He is a GMPC not a PC and will not be issued any Hero points..


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

I definitely need a masterwork backpack. And lots of girly stuff, like a grooming kit. I need to brush my enchanted hair every morning. ;)

Besides that, a set of dice and a set of cards. Other stuff I'll take some time to think about.


m Image of Arrac Barbarian 2| HP:25/29 | AC:16 [17] FF: 14[15] T: 12| Fort: +6(+12vs cold env.) Ref: +2 Will:+3, Perc: +6 Init: +2| Rage: 9/9

I always do enjoy a ring of force shield. its basically 2 free AC for two-handed fighters haha. May get that one day.

I'm good for hero points yeah, haven't had the chance to use them.

I'm not sure on the hard swinging RNG of pure HP rolls... but... screw it. Lets do it. I'll trust in RNJesus and the (hopefully not needed) re-roll from hero points.

I'm also guessing that since he can't craft MWK weapons, he couldn't make a weapon MWK.

I'll buy 5 alchemist fires.

also, don't forget a mirror wassilissa haha.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

we found 10 alchemist's fires in the lodge, not sure you need to buy any...

If I use the sell value of all the mundane items in the loot pile, it comes up to 2014. Divided 5 ways, that's 402.8gp. It leaves several items we might find useful and all the magic and unidentified items.

GM, are you ok with us selling all that and getting that amount of gold to start? I highlighted in yellow on the Loot Tracker all the things I did NOT include in that sum.

Hassan added the 2 scrolls of magic weapon and the potion of lesser restoration to himself for general party use sometime.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

I will be traveling Wed-Sun this week for Spring Break. I will not be posting, most likely, during this trip, so please bot Hassan appropriately once the game gears back up again.


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6
Arrac Velstromm wrote:

also, don't forget a mirror wassilissa haha.

If Arrac would own and use a grooming kit, he'd know that there is a mirror included. ;)


m Image of Arrac Barbarian 2| HP:25/29 | AC:16 [17] FF: 14[15] T: 12| Fort: +6(+12vs cold env.) Ref: +2 Will:+3, Perc: +6 Init: +2| Rage: 9/9

What is this grooming of which you speak? My hair is naturally perfect anyway.


male Snows of Summer

Sorry guys no post today.. will try to get one posted tomorrow


I am back and ready when the game continues.


male Snows of Summer

hey everyone will make an exhaustive post tomorrow..have had both computer and phone issues this last week..still dealing with the phone (probably time for a new one)..but, computer seems to be sorted out for now.


male Snows of Summer

Ok couple questions...before I make a big post...1st off I missed a big magic item that was in the planing room draped over a chair..

Cloak of the Yeti:
This heavy cloak is crafted from shaggy white yeti fur. When the cloak’s hood is pulled up over the wearer’s head, it takes on a semblance of its arctic namesake’s fearsome visage. Northern warriors value its ability to ward against the chill of winter, as well as the protection it provides in combat. The cloak of the yeti provides a constant endure elements effect in cold weather (it has no effect in hot weather). In battle, the cloak wraps around the wearer, granting a +1 natural armor bonus. In addition, with the hood drawn over the wearer’s head, the cloak grants a +2 competence bonus on Intimidate skill checks.

I'm going to assume Wassillisa gets this since she's the one that struggles the most in the cold right now..However, if you do want to sell it you'll get 2,000gp for it (perhaps reduce Wassilissa's share of the rest of the treasure up to players..

Also after Newmark is through copy the spells from the spellbook you found into his own spellbook...you can sell the one you found for 43gp.

Here's what I need..
1. don't sell all the treasure and divide it up yet
2. please let me know if anything remains 'unidentified' Newmark has the spell identify so pretty much everything is eventually identified.
3. Some of the values I gave on items may be in error because Newmark didn't nail every appraise check.. so please update..the 'loot sheet as much as possible....
4. when you have decided what items to sell we will make one pile of gold...we'll subtract part of the value of any major magic a PC is going to keep...from their share (up to you guys typically anywhere from 10%-50% of the sell price of a magic item is deducted from a character's share of the loot) [for instance if you decide 25% of the sell price is to be deducted...and newmark decides to keep say tghe scroll of 'unseen servant' sell price is 12.5gp which means you'd deduct 3.1gp from Newmark's share of the rest of the haul.]
5. make claims on anything you want...usually I don't deduct mundane equipment (like alchemist fire.. from a character's share..) for instance Newmark think's it might be wise to keep the silk rope, climbers kit, crow bar, and grappling hook as 'party loot/equipment)
6. Make a list of party equipment and magic you're keeping.(as a group).these are typically items that could help anyone (wand of cure light wounds, rope grappling hooks, crow bars, potions of cure, ect..) or everyone and should not be part of the loot haul (it doesn't matter who carries the stuff for equitable distribution purposes' only for encumbrance and tactile battle purposes...ie. if Arrac is holding the potion of restoration...he'll need to hand it to Hassan if Hassan wants to use it.. ) (note: things like a climbing kit should be counted as treasure because it only befits one player)


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6
lucklesshero wrote:

I'm going to assume Wassillisa gets this since she's the one that struggles the most in the cold right now..However, if you do want to sell it you'll get 2,000gp for it (perhaps reduce Wassilissa's share of the rest of the treasure up to players..

As I got endure elements as a spell now and struggle a bit with carrying capacity, I'll pass. But if the money is enough and a mithral shirt would be available in town...


male Snows of Summer

r u sure wassillissa? this coat also gives u a +1 natural armor bonus and a bonus to intimidate besides..the very useful endure elements...(to give u perspective I believe an amulet of natural armor +1 cost 2000gp by itself! Plain and simple...this is a good magic item if you don't want it ..you should ask if either Hassan, Lanfried , or Arrac, does)...for the record Newmark makes no claim on the cloak..


Female Human (Ulfen) Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6

If you say, encumbrance is no issue in your games, then it would be nice to use it. But I already have to downgrade my armor from studded leather to leather, because it's too heavy (I noticed during level up). Which leads to my max dex bonus to be reduced to three and therefore the overall AC being the same while losing speed. So I have no room for 5 lbs more weight.

And I'm only saying that I don't take it. If anyone of the stronger guys here has use for it, it would save a casting of endure elements per day. Maybe someone with ranks in intimidate to start with would want it?

But if the money (my share, after all is distributed and the rest is sold) is enough (1100gp) and a mithral shirt is available in town, that would be really nice as it improves my AC without the drawbacks.

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