The Worldwound Incursion (Inactive)

Game Master DireMerc

The wardstone of Kenabres has been broken and the demons of the worlwound are loose! How will this crisis be contained?
Link to images

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Will our actions have any direct mechanical consequences upon the siege? For example, if Varn spends the day shooting down 10 fireballs into the citadel... will that help our cause at all?

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

With his ability to cast any 4th level or lower Cleric spell Tzadkiel can help a lot with this too. If we are not going to hit the citadel until the day after he casts his Restoration spells then Tzadkiel will at the minimum perform Divinations to try to determine where the sword is and where the best place to enter the citadel is. Maybe to also locate officers. He could do 7 different divinations if he needed to.

Given a down day he will also set up a Symbol of healing on his armor if the party approves of the cost. This cost 500 gp and can be triggered in an emergency to heal 2d8+8 in a 60' radius. This would also harm undead in that huge radius. Thoughts?

As for access into the citadel, Tzadkiel can cast Air walk at the cost of a Mythic point. It lasts a while. He can also summon a Hound Archon that can teleport at will. It cannot carry us but once it is teleported, Tzad can cast a spell to change places with it. But this would cost another mythic point.

So the most important decision for me is if we are waiting for the sappers to finish the siege engines before we go in.


It would damage the siege equipment varn but they will return fire on you and can even counter your fireballs once a caster shows up. The enemy ranks still include a number of brimoraks who are immune to fire can cast fireball 3 times a day and can fly.


if you have a moment have a look here monster review

and let me know what you think

and when I say worldwound game I don't mean you guys but rather my real life group which is currently reaching the end of part 2.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Hmm. Comments in line below:

Explosion Demon CR 12 MR 3
XP 12,800
NE Large outsider (demon, evil, extraplanar, Mythic)Why not Huge?
Init +6; Senses darkvision 60 ft., detect magic; Perception +20

DEFENSE
AC 31, touch 15, flat-footed 19 (+6 Dex, +16 natural, –1 size) Maybe a little high. CR 13 demon has AC 28 Cr 11 is 25
hp 224 (14d10+84) CR 13 demon has 186
Fort +11, Ref +15, Will +14 Fort is usually a demon's good save. I note no real weak save.
DR 10/good; Immune Fire, Immune Electricity, critical hits, death effects, disease, poison, sneak attack; vulnerability to cold, resist acid 10; SR 22 Unless it is amorphous is should not be immune to sneak attack. Immune to death effects seem out of the ordinary too. Could boost SR to 23 based on other demons.

OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee bite +20 (2d8+6/19–20 plus explosion), 2 claws +19 (2d6+6 plus explosion)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 11th; concentration +15)

Constant—detect magic, see invisibility
At will—Burning hands (DC 15), Burning Gaze, greater teleport (self plus 50 lbs. of objects only)
3/day—Quickened Fireball (DC 19), Explosive Runes (dc 19),
1/day—Fiery body, Detonate (dc 22),

STATISTICS
Str 22, Dex 22, Con 22, Int 21, Wis 17, Cha 18 Not sure how it gets to +20 to hit with a Str of only 22. A Glabrezu has a 31 with the same to hit. So +20 might be too high. In general these stats might be too high in that no stat is in the normal 9-11 range. Note the Glabrezu has a dex of 11.

Base Atk +14; CMB +21; CMD 37 Glabrezu only has a BAB of +12...

Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Grapple, Iron Will, Quicken Spell-Like Ability (Fireball), Weapon Focus (bite), Mythic spell like ability (Burning Gaze)(can spend 1 mythic point to cast mythic burning gaze)

Skills Bluff +21, Fly +17, Heal +11, Intimidate +21, Knowledge (planes) +22, Knowledge (religion) +22, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +19, Survival +20, Use Magic Device +14 Does it need leadership or diplomacy for its role, or is intimidate enough?

Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

Flaming Body (Su)
A Explosion demon's body is covered in dancing flames. Anyone striking it with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples it or is grappled by one takes 6d6 points of fire damage each round the grapple persists.

Explosion (Su)
Any object or creature that comes in physical contact with an explosion demon gains a glowing mark. This mark is a charge of explosion. Up to five charges can be stacked on a single item or creature. At will the explosion demon can detonate any number of marks. Each marks that explodes deals 2d6 fire damage to each creature whitin 5 feet of the mark. Anyone hit can make a dc 22 reflex save to take half damage from a held item that explodes but get no save if the mark is on their person on a worn armor.

Death explosion (Su)
When killed, an explosion demon charges up for 3 rounds then in a blinding flash explodes in a ball of fire that deals 100 points of damage to anything within 300 feet (Reflex DC 22 halves). The save DC is Constitution-based. Need to clarify what type of damage the explosion is. Fire? Also 300' radius might be a bit large. 40' is a very large area and might be the largest spell area - largest I can think of. Maybe 60'

Blinding Blaze (Su)
Can expend one use of mythic power as a swift action to burn brightly, granting it a blinding gaze attack. This gaze causes blindness for 1d4 rounds and has a range of 60 feet. A creature that succeeds at a DC 22 Fortitude save is instead dazzled for 1 round. The save DC is Constitution-based. I like this ability. How many mythic points does it have? I did not see that.

Inferno (Ex)
Can expend one use of mythic power as an immediate action to lose its vulnerability to cold for 1 round. During this time, any fire damage it deals ignores fire resistance and fire immunity.


The players I have are really strong most of them have +20 or more to hit and deal around 30-40 damage a hit. which is the reason for the high ac and higher than normal hp and they all have ac 30+ so I want him to be able to hit them.

as a not all his base stats were copied and pasted from a cr 11 deamon

base atk and stats were left almost untouched gave him +1 con


here is the base creature for comparison

Meladaemon CR 11
XP 12,800
NE Large outsider (daemon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., detect good, detect magic; Perception +20
Aura consumptive aura (20 ft.)

DEFENSE
AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, –1 size)
hp 147 (14d10+70)
Fort +11, Ref +15, Will +14
DR 10/good; Immune acid, critical hits, death effects, disease, poison, sneak attack; Resist cold 10, electricity 10, fire 10; SR 22

OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee bite +20 (2d8+6/19–20 plus disease), 2 claws +19 (2d6+6 plus hunger)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 11th; concentration +15)

Constant—detect good, detect magic, see invisibility
At will—cause fear (DC 15), deeper darkness, greater teleport (self plus 50 lbs. of objects only)
3/day—blight (DC 19), diminish plants, quickened magic missile
1/day—horrid wilting (DC 22), waves of fatigue

STATISTICS
Str 22, Dex 22, Con 21, Int 21, Wis 17, Cha 18
Base Atk +14; CMB +21; CMD 37
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (bite), Iron Will, Quicken Spell-Like Ability (magic missile), Weapon Focus (bite)
Skills Bluff +21, Fly +17, Heal +11, Intimidate +21, Knowledge (planes) +22, Knowledge (religion) +22, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +19, Survival +20, Use Magic Device +14
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES
Consumptive Aura (su)

A meladaemon radiates an aura of hunger to a radius of 20 feet. Every round a creature begins its turn within this aura, it must succeed on a DC 22 Fortitude save or take 1d6 nonlethal damage and become fatigued from extreme hunger. Creatures that do not need to eat are immune to this effect. The save DC is Constitution-based.

Disease (Ex)

Daemonic wasting: Bite—injury; save Fort DC 22; onset 1 day; frequency 1/day; effect 1d4 Con and 1d4 Cha damage; cure 2 consecutive saves. The save DC is Constitution-based.

Hunger (Su)

A meladaemon’s claw attack deals an additional 1d6 points of nonlethal damage as it causes sudden pangs of horrific hunger in its foe. Creatures that do not need to eat are immune to this effect.


if you want to discuss the monster more go to the tread for it I will be checking it often today.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'
DireMerc wrote:
if you want to discuss the monster more go to the tread for it I will be checking it often today.

Thinking more about it I think the solution is to increase its CR and not lower any of its power. As defined, at least as compared to the CR 13 demon its overpowered. BUT a group of 12 level mythic characters should be able to handle a CR 16 creature. So if this is a boss, maybe its time to raise the CR and buff it further.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10
DireMerc wrote:
It would damage the siege equipment varn but they will return fire on you and can even counter your fireballs once a caster shows up. The enemy ranks still include a number of brimoraks who are immune to fire can cast fireball 3 times a day and can fly.

Good to know, thanks Merc.


I'm looking to try a battle pitting a group of players against the boss I made. If your interested make a post here

If you want to use your current characters and just upgrade them that would be fine.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

So, any ideas how we can better fight demons and break possession, charms and dominations? Anything we need to buy to help? Cold Iron weapons are a must and good aligned weapons are even better. What would be wonderful is a way to dimensionally lock a creature or area so they cannot gate in help or teleport to either gain strategic position.

Tzadkiel will once again provide communal Delay Poison and Resist Fire 20. He will also maintain a Magic Circle against Evil that should prevent any exercise of control of any charmed or dominated or even possessed friend by an evil creature. Individual Protection from Evil might be smart too where we can manage it.

We know we will face succubi so should be ready for them flying and energy drain. Can anyone prepare Daylight? I'd like to have at least one of these spells in case we meet a shadow demon.

And finally, who has the loot list. I'd like to look it over to both know what we have to sell and what might be useful to us.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Varn can cast Daylight with Wild Arcana, I can also use my Summon Monster spells to counter a summon spell. Lastly I just picked up Planar Channel, so I have a version of Channel Energy against extra planar enemies based off my CL.

So tha should help. Eventually I can block extra planar travel.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Loot list is linked in my profile line.

Let's just kill them so quickly they can't teleport away ;)

Anywho, I'm away for the next week or so, bot as necessary.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

From the loot list Tzadkiel would like to take the scroll of restoration and the Eyes of the Eagle if that is ok. Also it looks like he can use Make Whole to repair that Phylactery of Faithfulness so that it can be sold at half price instead of quarter price (if no one wants to claim it.)

So, if we keep the following items:
Potion of invisibility
2 Potions of Cure Mod
Scroll of Restoration
Eyes of the Eagle
Potion of Feather Step
2 Potions of Haste

And we destroy the two unholy symbols

And we sell everything else we net:
12036.50 gold
+3948 we had in cash
=15985.5

I think we also spent from that 300 gold for restorations and 500 gold for the symbol of healing (I heard no objections to that anyway).

That leaves us 15155.5 to split up.

Math, sorry for the spacing:

Post Description/Properties PRD Value (in gp) Sale Value
962 Broken Phlactery of Faithfulness 1000 500
1335 1 potion of inv 0
1335 Portable Alchemy Kit 75 37.5
1335 Silver Holy Symbols x4 100 50
1421 1 scroll of restoration 0
1421 2 potions of CMW 0
1647 masterwork studded leather (s) 175 87.5
masterwork buckler (s) 155 77.5
masterwork shortbow (s) 330 165
eyes of the eagle (s) 0
masterwork thieves' tools (s) 100 50
sunrod 2 1
1775 2x masterwork chain shirt, 500 250
1775 2x masterwork heavy mace, 624 312
1775 2X unholy symbol, 0
1775 Scroll Cause Fear, 25 12.5
1775 Scroll Animate Dead, 375 187.5
1775 Potion of Feather Step, 0
2493 masterwork dagger 302 151
2493 unguent of timelessness (6 doses) 0
2493 6 black onyxes worth 25 gold each 150
2495 wand of inflict moderate wounds (12 charges) 1080 540
2495 potions of haste (2) 0
2495 potion of magic fang (4) 100 50
2495 longsword +1 (4) 9260 4630
2495 studded leather +1 (4) 4700 2350
2495 darkwood buckler +1 (4) 4820 2410
11986.5
Cash 3948
15934.5
-800
15134.5


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Looks good to me! I need to find some stuff for Varn to purchase, or just save up my share from this haul. Anyone have some suggestions for lower level wizard gear? I've already got a Headband of Int +2... I find Bracer of Armor a little expensive... I've got a +1 set, but I just use my wand of Mage Armor most of the time.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Lesser Metamagic Rods and Pearls of Power are both nice. Extend can be quite handy and Silent can save your life, but might not come up much.


I am moving this weekend will post when I can but I might be slow to respond for a while.


Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)

Alright, No problem.


No worries DireMerc - hope the move came along fine.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

FYI - I am headed for Gen Con in the morning and will be mostly absent from the boards until Monday.


The move went fine but still not internet at the new place.


Guys, just a heads up to let you know I am currently without internet at home - posting may become sparse until I get this one sorted (hopefully by the end of the week...)


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Shouldn't we just kill it? There really no chance of us staying invisible and sneaking until we find the banner thingy. I just don't like the idea of having tons of stuff behind us. I prefer the whole clear as we go approach.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

I figure we will have to, but if there is a chance to remain clandestine then we should. The trick is to kill it without it sounding a general alarm. Keep in mind that demons in general can teleport at will and gate in help, plus a whole arsenal of other nasty attacks and spell like abilities. So, if we do it, we do it fast and as quite as possible.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

FYI - I am traveling for the next week and will be back home on August 30. I'll have limited posting until then, but I should be on some. And after I get back I am headed to Dragon Con on September 3 and will likely not post between the 3rd and 7th.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Hey all, I injured my shoulder at work tonight and will be on light-duty until I can be seen again on Monday. So, my posts will likely be on the shorter end in the meantime. I'll keep you posted.


People, just wanted to let you know I am going on vacations with my family next Monday, and won't be back until Sunday.

Tomorrow I am probably available to post, and during the remaining days I should have access to a laptop and internet, but as you may presume, RPG is not going to be a priority during these days - it is possible that I may drop a line or three, but feel free to bot me at any given point if needed.


I would like to know if you use any mythic points to sudden block some of the hits on you on that last round. Other than that understood.


I will as posted, and already deducted.


Hi people,

I don't wont to write a long winded post - I wanted all to simply know that I will be leaving the game.

I cannot pinpoint exactly why, but it is my feeling that all players and GM seem detached from it - there is no roleplay, no flow, no feeling, really... People are just going thought the mechanical motions and that's about it.

Please keep in mind this is only my opinion, but being on vacations, and having the chance to look back on it, this is nothing like I feel an AP such as WotR should be. I don't feel like I am in an epic battle between good and evil, I don't feel its intensity, nor its drama, nor a meaningful interaction between the characters, nor much of anything to be honest - it saddens me because I had high hopes for Tessai as a Paladin in such a game.

I apologize if my words come across as too harsh, and I apologize also for the vent, but I don't think anyone has much interest in actually moving the game along - we're just going with a sluggish, and meaningless flow.

I understand it sucks big time to drop out from a PbP, and that this may be a selfish decision, but bottom line is that the game has lost its sheen for me, and I am not enjoying myself, instead feeling as if posting was instead a chore - Pathfinder should not be like that.

I will perfectly understand if you get pissed/frustrated at my attitude - I blame myself for not having taken this decision earlier.

I wish all the success for continuing along, and see the game to its conclusion, but I will not be part of it.

Best,
Tessai


This is a shame I really like Tessai and the roleplay you brought to the game.

This section of the game is really just a series of fights in a row so not much we can do about it. Opportunities for roleplay do appear at several areas however.

As for my activity well it has been sporadic lately and I apologize for that.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Sorry to see you go Tessai!
It is kind of the nature of the AP, roleplay then dungeon crawl. Just have to push through. But I do understand if the game isn't working for you.


Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)

Sad to see you go Tessai. I really enjoy your character and your roleplay skills.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Well that's disappointing, but I can understand. Take care.


Thank you for understanding people. I plan to focus more on GMing than playing. Hope to see you around the boards.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Very sorry to see you go, Tessai. Good luck in your journey! I had a great time with you and your PC.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

I too am sorry to see you go. All these games wax and wain with available time and I still have high expectations for this one. Best of luck to you and if you do DM keep me in mind! :)


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

So I guess that we'll just go on with the 5 of us?

If that's the case, I think it is a real shame to not have a paladin in this AP. I don't mind dipping some paladin levels. It's not really optimal, but I don't think that Aeron really needs anymore optimization.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

I doubt it would be hard to find someone willing to play a paladin in WotR if Merc wants to try and find a replacement lol.


True enough


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Can I smash it? Are we at that point? There has been some nice RP going on, so I didn't want to just jump in and start hitting things unilaterally, but it is a giant spider thingy that is working with demons....

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Smash away. I'll run out of things to say eventually and you will loose your distraction. :)


Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)

Go for the smash.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Okay, the profile is ready. I'll try to get a feel for Tessai's personality and up to speed on gameplay and start posting.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Welcome to the group new Tessai. :) Its good to not be the noob anymore. :P

By the way, even though you failed that save you will be at full due to life link and two channels. Tzad sorta takes it personal when creatures try to harm his allies.


Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)

Hi there :).


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Hello there new Tessai!

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

So Aeron makes his save, but both Varn and Orlando mention avoiding the damage altogether. I am unsure if this is color or not. I need to know to know how much Life Link damage Tzadkiel took.

He took 22 from the cone, 11 from Shield Other on Aeron, at at least 15 from the Life Link. So that is anywhere between 46 and 56 points of damage, healed 42 by the channels. That leaves Tzadkiel down between 4 and 14.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

I took no damage, from Evasion.
OH, I guess I took 6 damage from the fall.

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