Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

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Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

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Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Good idea. Happens in at least four different systems, though. I’ll give it a shot, but I think it has to be in the Paizo account.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
DM Variel wrote:
Only place next is down. Does everyone have means of flight for 2000ft?

Morgrym has Celestial Armor so he's good. :)


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:

Damiel has a ring of feather fall and a wand of fly. Barring either of those, he can spider climb.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Nasira can cast air walk, which will last for 140 minutes. She won’t be the fastest member of the party, but she has transportation available.


Ring of feather fall works to get down to the bottom. Once there it will take a charge from the wand to go up the 200 feet to the actual exit of the hole.

So far so good


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Ansha can use another mythic point to cast mass fly, which at CL 14 will last 140 minutes and give a fly speed of 60ft. It will also affect up to 14 creatures, as long as they’re within 30 feet of each other.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Mass fly would be the best for Arigoder.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Mass fly would be great, but I wasn't going to volunteer someone else's resources.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Mass fly would be a much better idea actually.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait
Nasyra wrote:
Friends, who do I need to avoid with a spell that only affects nongood targets? Nasira should know by now who would be safe to include in the targeted area.

Let’s just say that such a spell would be very bad for Ansha. Although, whether Nasyra would know this, I don’t know. They’ve pretty much only ever interacted with one another in the Abyss, after all!


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

I was afraid of that. My best options are area of effect spells that will hit everyone on the map.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Do what you think Nasyra would based off of what she knows/thinks she knows. It won’t hurt my feelings any!


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

You say that now...

So when a spell targets evil outsiders, but I'm not on my home plane, are they still outsiders? Worse, would Ansha be the outsider in this scenario? That could be bad...

Are there limitations on this plane regarding how our spells work?


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Variel posted the Midnight Isles planar traits back here. As for targeting nongood outsiders, I imagine that’s limited by the fact that you’re not on your home plane. I know holy word wouldn’t work to banish anyone since you’re not on your home plane, for example.


Correct Ansha. These demons can not be banished to their home plane as they are already home. All of you though could be banished…insert evil gm grin here.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Since they're home, they all inherit the (Native) to their outsiderness, which makes them unbanishable.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

I wasn't trying to banish anyone, just concerned about how much damage would be applied. My roll was terrible, so it's moot - but once I see how the damage works, I will know whether I want to recall the spell and do it again.


Arigoder as far as I can tell you can still be tripped and have the prone condition while flying. Yes I realized you can’t loose your sword but they didn’t know that. Now they do and will have to adjust tactics. Will get the saved up tomorrow for Nasira’s spell as heading to bed.

Nasira yes these would be considered outsiders for the spell damage dice.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

I asked because trip ends with:

PRD wrote:
Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

Of course, I also didn't roll any fly checks to fight, so he's probably not actually flying at the moment, so no worries.

And yes, I assumed that they were just frustrated by their inability to disarm Ari's blade, given there's no sign floating above his head saying "Don't even try." ;)

I'm not actually sure how they disarmed a buckler either, but I'll roll with it.


update thursday


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

It looks like Damiel is still up.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Got about halfway through a post before I realized I should confirm this is doable.

Being staggered means that you lose either a move or a standard - but amazing initiative gives you another standard.

So - can Ari use Amazing Initative to 'restore' his full round action to make a full attack (from prone)?


Unfortunately I don’t believe it works that way. I didn’t see anything definitive though online.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Ok, thanks.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

I tend to think it could go either way, which is why I asked. Mythic rules make for a lot of possible corner cases. :)

After all of this, assuming we survive and level -- Variel, how do you feel about the Signature Skill feat (and associated Skill Unlocks)?


I honestly have never looked into them at all. What book are they out of?


Also standing will provoke 3 aoo attacks which I will resolve once I get to my computer. The crit will confirm.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Pretty sure Signature Skill is out of Pathfinder Unchained.

Yeah...it is.


I am going to say no to the Signature skill feat as some of those skills combined with mythic would make it too overpowering. Intimidate and acrobatics are way too strong and since we will get to 20th level the cap ability for most means bypassing some whole sections using even level 15 ability. (disable device falls into that category)


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

Sounds good - that's why we ask ;)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Nasira Yusra Abujamal wrote:
Dang, Morgrym.

Lol! I know, right?! Pretty awesome. Definitely would've been more awesome if it was a major big bad of some type though. These things drop fairly easily it seems.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Sorry, Arigoder, I don't know what kind of healing you need. I have ample healing available, yes, but I don't know how much we are talking about.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

56. Though maybe Ari should LoH himself and let you keep your spells -- saving them to use in combat is less useful in a world where one's swift is almost always triggering some sort of mythic-y thing.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Wow, so sorry. I thought I responded long ago. I will defer to you - what you say makes sense from a resources standpoint.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

LoH: 8d6 ⇒ (6, 2, 4, 2, 6, 6, 2, 5) = 33
LoH: 8d6 ⇒ (6, 3, 3, 2, 3, 3, 3, 2) = 25

That'll do. Much better idea, in that I still have like 11 of those.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

We are hitting the road for a few days to celebrate our anniversary. (Big one with a zero on it and everything! Later I might explain why the entire trip got upended, but today, we go!) I will likely still be able to post, but if I’m quiet, fret not and bot me as necessary. I trust your judgement. Cheers!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Damiel Morgathain wrote:
The pearl of power is the right level for Nasira's big healing spell, but if Ansha wants it, the cleric would absolutely not stand in her way. I think the scroll of polymorph is probably only usable by Ansha or via UMD. Ring of electricity resistance or magical heavy mace, anyone? Nasira would benefit, I think, from the bag of holding and could probably do better with the mace if she ever had to attack than she would with the longsword.

Take whatever you want as far as I'm concerned. All good to me.

And just as an fyi, Morgrym has 2 bags of holding. Type II and Type IV.


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

People should take what they need. Arigoder already resists electricity 7, so someone else would be better off with the ring.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Arigoder Senari wrote:
People should take what they need. Arigoder already resists electricity 7, so someone else would be better off with the ring.

Absolutely agree. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oops. My bad. I didn't realize it was still locked.

Yeah, if he can't open it then bashing it is. Unless someone has a better idea? Otherwise, Morgrym will just bash away. :)


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:

The disable device that nearly killed the rogue was a natural 18 for a total of 49. I don’t think there’s much more he can do. Hope for a high roll and mythic point? Aid one the check?


Damiel the check was easily high enough to get the lock. You just died before you could complete it. It is a dc 42.


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:

Oh...

I guess I could try again.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

I feel like there's something expected of us here, but I'm so far from the headspace necessary to piece together the lore of the AP, I don't know where to start, sorry.


Nothing really but I did want you to have a chance to talk to the BBEB of the book before we just leaped right into combat. Plus it gives time for her lackeys to reinforce her.

If you want to ask about any of the items in the room mentioned go ahead as well for info and fluff


Thanks for the heads up about init modifiers. I will change that once I get to my computer. As for the action economy I am looking at the section where it says you get a standard or a move action and free actions. It says nothing about having swift or immediate actions available…

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Free, swift, and immediate actions are essentially the same type of action, though. Swift is a free action that you can only do once per turn, and immediate is a swift action (thus, a free action you can only take once per turn) that you can do when it's not your turn.

Immediate actions
("Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.")

Swift actions ("You can take a swift action anytime you would normally be allowed to take a free action.")

Since you can take free actions during a surprise round, you can also take swift or immediate actions. The most salient restriction on immediate actions is that you can't do take an immediate action while you're flat-footed, which mainly applies to unaware combatants during a surprise round.


Was reading up on the discussion board and it seems like there is a split decision. The barbarian ambushed type gives an ability that allows a full round action in the surprise round and says specifically that it would get a swift action not just a move or standard.

I would be fine with your interpretation however The problem I am seeing is that with the mythic rules you could then have 3 such actions in a surprise round. Standard/move, free action -> amazing initiative, swift action. Yes you are all high level mythic characters but that combination will break any combat.

What are all of your thoughts on this matter as I want this to still be fun for you as well?


Male Aasimar (Musetouched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 14 [Champion: 7]

The rules for a surprise round say you get a move or standard, plus free actions. It doesn't say swifts. And, I don't know that I've seen what Ansha quotes about the Swift/Free equivalency -- my copy of the rulebook (and the prd) says:

Quote:
Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.

(Bolding for emphasis is mine)

So -- I would say we don't normally get swift actions in surprise rounds - though I see no issue with someone using a much bigger action (a move or standard) to trigger a swift. I mean, for comparison, most spells can be completely cast in a standard action -- whereas swift actions are nowhere near that tough (barring using quicken metamagic, that is).

That said, taking an immediate action is allowed whenever you're not flat-footed, per the rules -- either using this round's swift action or your next one -- so I don't think I'd have a problem with an immediate, as you're basically borrowing a swift action from the future you in the next round.

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