Witchwar legacy (Inactive)

Game Master Vuvu

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Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

In Darvik's case it is AC vs. incorporeal, not touch (they can be different) which after drinking his Spirit Vision Exilir is same as normal AC.

Vars will have to suffice with total defense since he has nothing to swing at to engage combat expertise, so touch 24.

Liberty's Edge

Buffs:
7 hr: Mnd Blnk, Ovrlnd Flt, Abl Barr, Gr. Mgc Wp. 340mn: Ex. Echo, Ex.Flm Arrw, Ex. Hro, Ex. Mss Fly, 34mn: Grvty Bw,Tr. See, Shld,17 rds. : Glb of Invln. Gr. Invis; plus stnskn, undth ward; r. cold (30), haste, free mov
Vitals:
F1/Trans 6/EK 10 HP116+13/116 AC:31 (35), T:23, FF:24 (28); Fort:+18 Ref:+22 (24) Will:+16; CMD 42; Init+10; Perc+27

If I am allowed to do total defense as well, I will cast shield and will have incorporeal touch 34. If not it is 28.

Liberty's Edge

Buffs:
7 hr: Mnd Blnk, Ovrlnd Flt, Abl Barr, Gr. Mgc Wp. 340mn: Ex. Echo, Ex.Flm Arrw, Ex. Hro, Ex. Mss Fly, 34mn: Grvty Bw,Tr. See, Shld,17 rds. : Glb of Invln. Gr. Invis; plus stnskn, undth ward; r. cold (30), haste, free mov
Vitals:
F1/Trans 6/EK 10 HP116+13/116 AC:31 (35), T:23, FF:24 (28); Fort:+18 Ref:+22 (24) Will:+16; CMD 42; Init+10; Perc+27

I will be flying tomorrow, and on a work trip until the 20th. I will have internet, but my expediency in posting may suffer.

Thanks!


Unnamed

np

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

There was a...problem...with my travel. But I should be gone starting tomorrow.

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

So...what happens when we get death ward, walk through here and it's exactly like the tunnel with the hands before, meaning it's not stopped nor effected by anything we protect ourselves with? We'd have lost 8 hours, and still be drained ridiculously. Avoreal and Lithuan would have spells back, and I'd have a couple of spells back.

I consider this a very likely outcome, so I want to discuss it first. The writer of this module has clearly shown a huge interest in just screwing characters over without recourse, so I strongly believe that's all this room will do is screw us over without recourse.


Unnamed

or you could set your mansion up inside the room...that would be epic![/ooc]

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I, for one, would surely like my cloak of resistance fixed before I have to hit a final encounter, and I surely don't want to deal with overlapping negative energy hits with a -5 to all my saves.

I'm of the opinion that it's better if we try something which might help rather than just bull on through.

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

I'm worried the emphasis placed earlier in the module on competing forces (and GM comments when we stopped to fight the giants) suggest that we lose if we stop to rest...


Unnamed

Im not saying one way or another...just reminding you that you are aware of three organizations seeking this item

Pathfinders
Irrisen
Kosctchie

Obviously Giants are already in in force, and some of the other bodies could be warriors of Irrisen

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

While I do understand it is a race, no race is worth getting ganked again. I don't see this adventure as an urgent save the world sort of event. Seems more like infighting among evil factions (with us helping the status quo one).

If this were, say, the final part of RotRL, then one might make a case that getting it done in time for a Rune Lord not to wake up is good cause. I just don't see the need for speed as much here. If Lithuan can do the job with his trick, fine, but if not, I'm not going into that room without proper preparation.

We saw what rushing and a lack of willingness to fix conditions did to the party last time in Moonscar.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I personally dont wanna die to get the torq first, that said i dont wanna miss out on my level either.. I have the spells to continue if Lithuan can deal with the room.. If not i have the mansion..

I would highly suggest that Darvik get a Nap Stack spell for the next adventure though.. We could have regained spells in 2 hours with it..


Unnamed

on that note, we are getting decently close o the end, who is running next? I would say it would be great is someone not named Mini or Vars ran, since we have both run 2 now

and do those of you who are already level 17 want to go slow so we can all get to 20 or as close to 20 as possible?


Unnamed

so i have been reading through Emerald Spire again, the idea will be that it will take us from 1-13, through 14 modules (two are meant to be done on slow speed). I will only run one "table" so am only going to want 6. Again late November-early January will be the start and it will take a while to get through all of it. The characters will spend their entire PFS career in the spire is the assumption.

I have posted in two of my games for interested players.


Unnamed

This Players Guide

is useful if you are thinking of Emerald Spire, I think between both threads we have 6 people who want to play, if we have more...well i will figure out how to cut


Cool, Ill look it over.. Deff interested..


Thinking about making a human fighter/rogue maxed in perc/stealth/disable and relies on sap feats to do good damage.. Final levels prob look something like Fighter 3(weapon master)/Rogue 11(Scout). Thoughts? Would it just be better to go Slayer 14?

An Earthbreaker sneak at max level would look something like 3d6+21+12d6+24 per hit..


IMO slayer 14 is a better build.

Sure, sapmaster is fairly badass, but bad saves, and 11 levels of crap BAB isn't so hot.


He would end up at +11 Bab and with weapon training and gloves of dueling he's back to even with +3 to damage..

Saves would be roughly, which is comparable to a slayer..

+15 F
+17 R
+13 W

Your prob right about the slayer though.. Can still do the all the skills as well.. Ill have to see what everyone else is cooking up i suppose..


Back to even when you don't consider studied target.

Alternatively do weapon master 4 (or 3, but I like to get specialization as a rule), slayer 10 and run the numbers.

But sap master is a very binary build. If you can get a sneak off on a target subject to nonlethal, it's is amazing. Otherwise it is extremely meh, and with a lot of feats spent to be meh.


It's only 2 feats and merciful enchantment.. You can always do regular sneak if it's not subject to non-lethal and with scout in the build anytime you charge or move 10' in a round you get sneak.. Was thinking about throwing Hellcat Stealth and Hellcat Pounce into the mix.

I will entertain the slayer build though..


Yes, but sneak on it's own is not much more than meh. I've run the math, and rogues even with sneak do weak damage. Might be that with weapon master grafted on it is tolerable, but why graft a bionic limb onto a 98 pound weakling?


Unnamed

Note your timers it has been 18 minutes since the begining of the doll room and probably a good 5 minutes since I last reported a time

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I have adjusted my spelltimers and recast extended shield.. Undeath Ward and True Seeing are down.. Mass Fly at just over an hour left..

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

Seriously...it'd be nice to be able to roll over 10 on a d20 at some point on a useful roll.


Have you heard what anyone else is going to make for The Emerald Spire Vuvu?

Im thinking either about either an Investigator(Empiricist), a Slayer, or a Warpriest(Champion of Faith)..


Unnamed

no, all i have is about 8 people that want to play.

when we get closer i will make a thread for folks to discuss and figure out how to cut folks.

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

What we're supposed to do with this thing is waste time and resources on yet another thing we can't find out meaningful information about. I"m sure there's some pattern to the hands and the movements, yadda yadda yadda, but since you can't get any information without being close enough to trigger it, that does us exactly diddly. So we can spend a bunch of time trying to find a way to trigger it enough to decipher the pattern, how it works, etc, or we can hope that Duhwoo does something from inside it or we can just go over it/around it/wherever the train rails lead next.


Unnamed

i never said you couldn't get info out of it, I said that from 30 feet away you cannot get info out of it.

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

And at 30 feet it activates. You're not correcting nor contradicting my statement, but regardless you didn't write this so you're not to blame.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

DO i dare to ask what knowledge check is appropriate lol?


Unnamed

You have the knowledge avoreal but you must move closer then I will tell you

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I already stated i moved up several posts ago.. Regardless, I move up!


Unnamed

Another crazy day at work. But not abandoning you guys!

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

Is it some sort of curse? Have I angered the gods of randu on the forum software somehow?

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

Can we get some sort of representation of the rails in the map?


Unnamed

Short answer no

The mod is not clear on what they look like other than the statues are all around and they move into the clock then out. Honestly I cannot come up with any benefit to drawing it out.

There are plenty nearby if you want to attack a non animate statue thoigh

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

That's all I needed to know. If the module doesn't specify, then the tracks are meaningless to the riddle.

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

In two full rounds of attacking, I do about the damage Vars does in one swing.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I suspect you mean a non crit.

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

Obviously...go ahead, just rub it in.

Hey, did you know that now warpriest levels count as fighter levels for getting feats, and for bab requirements for feats?

Not that does any good for Darvik.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

When Vars brings someone back to life I'll be sure to let you know.

The Exchange

Attacks:
+26/+21/+16 2d6+12
Always On Spells:
Status, Deathwatch, Endure Elements.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21

I'm reasonable certain the universe will ring with the accomplishment.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I hate stupid puzzles like this where you aren't given enough info to reasonably solve it..


Unnamed

Well you could do more than just stand and watch woo poop on the the broken statues...out of combat now


Unnamed

so i was politely ignored before :)

who is running next? someone not named me or Vars would be really nice

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Im currently running 1 game and play in about 7 others.. I could prob try and run it after my other pfs games finish..


Unnamed

sry guys this has really has wound up being a slog, and not a good module

also if Avoreal runs the next one I suggest those of use who are a level ahead take half xp for this module and the next then we will all be evened out and can get as high level as possible

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Just a heads up, Im in 3 other pfs games besides this one and ill need to finish them before i can commit to Gming another game..


Unnamed

What is the eta on those you think?

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