GM ZD #8-99D The Solstice Scar, Version D [Outpost II] (Inactive)

Game Master Z...D...

GM:

SKILL CHECK DCS
Easy Average Hard
18 23 28

SAVING THROW DCS
Easy Average Hard
15 17 19


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Knowledge Checks -Sky Key Solution Aid Token

Welcome to my table. Please provide the following information.

Player Name: As you want it to appear on you chronicle
Character Name:
PFS and Character Numbers:
Faction:
Progression: Slow or Standard

I will ask for day job and downtime rolls closer to the end.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Player Name: Edward McGee
Character Name: Dortlin Golani
PFS and Character Numbers: 145373-8
Faction: Grand Lodge
Progression: Standard

Dortlin is a Hunter who rides Rambi the Rhino into combat and is built around Broken Wing Gambit and aoos.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Player Name: TriShadow
Character Name: Kivuli Greyfeather
PFS and Character Numbers: 151777-15
Faction: Dark Archive
Progression: Standard

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Player Name: caps
Character Name: Peribras Sandlock
PFS and Character Numbers: 137974-3
Faction: Grand Lodge
Progression: Standard

Good to see you again Dortlin!

Peribras is an accurate archer with a broader range of skills than Rangers normally have.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

That reminds me. Z.D. have you GMed for Dortlin or a Broken Wing Gambit Hunter before.

The short version is if Dortlin or Rambi hit an opponent we trigger Broken Wing Gambit.

If the enemy we attacked attacks someone who activated Broken Wing Gambit it provokes from both of us due to Paired Opportunists.

We both have the Fortuitous enchantment so it will actually provoke 2 aoos.

Pack Flanking means me and Rambi are both flanking any enemy we are adjacent to. We both have extra bonuses when flanking.

And we both get bonuses to aoos. Notably from Outflank which will provoke from our teamate if we crit. Dortlin's crit range is 15 - 20.

And a common tactic is to cast Stone Call to slow down the enemies while having Rambi use Chameleon Step to get into position.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Player Name: Enchanter Tim
Character Name: Teric Cain
PFS and Character Numbers: 1142-5
Faction: Exchange
Progression: Standard

Good to see you again, Dortlin!

Teric is a water/ice evoker mage. He can use his Sorcerer bloodline to change energy damage to cold. His Oracle revelation allows him to Slow any enemy who fails their save against cold damage for 1 round. He can also see through mist, snow, frost, etc. A common tactic for him is to hide in an Obscuring Mist and shoot cold fireballs or roll cold Flaming Spheres around the battlefield.

He's a blaster that does debuffs and control riders.

Oh, and Teric is a swindler and liar. His Bluff of +17 can get him through a lot.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Player Name: neodam
Character Name: Psycho Dread (pregen Psychic Rivani)
PFS and Character Numbers: 137484-14
Faction:GL
Progression: Standard

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Hmmm....I know I made a post here. Guess it got eaten.

Player: Gerald

Character: Tessara Omelion PFS

Faction: Grand Lodge

PFS: 12445-6

Progression: Normal.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Hello again Peribras and Teric. Not too surprising that we see each other again for part 4 of the same special.

Small chance Dortlin will be level 9 before we play but the only real upgrade at 9 is Greater Trip.

Looks like we have a good mix for the party.

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Player Name: Matthais777
Character Name: Lailah Yochanan
PFS and Character Numbers: # 176948-7
Faction: Exchange
Progression: Standard

Day Job Roll: Automatic 52, Exchange Faction Card + Gladhands means I earn 600 gold for dayjob.

This is the experimental paladin I made for the express purpose of purchasing the item you get for playing all 4 scenarios... a "Poverty" paladin who has earned a LOT of gold to try and buy it as soon as possible in return for not buying but a couple 100gp or less items

As such, She's much more "Support" roll than "Tank" roll you normally see in paladins, because wands are a thing I can buy with prestige. Just giving you guys a heads up, as she's a lot more... um... careful, than a standard paladin.


Knowledge Checks -Sky Key Solution Aid Token

okay peoples, I went ahead and posted the link to the presentation. Your link is SS. Please take time to to fill out the first slide with perception and initiative checks. If you have situational modifiers, make sure to place them in your headers.

Also take your time to post you tokens there and put them in marching order.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Looks like the slides are view only


Knowledge Checks -Sky Key Solution Aid Token

It should be fixed now.

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

It says "Commment Mode" for me now. :/

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Btw I've played parts A, B, and C of this as have others at this table. Has anyone not played the other parts yet? I ask because there are decision points and I'm wondering if we have anyone going in partially blind that we should designate as the decider.

Also, I placed myself in front because there is a chance I'll get a charge in but I'm not tanky and am mobile so if anyone else wants front I won't argue.

GM Z.. D.. Dortlin casts these long term spells daily.

Longstrider on Rambi, Shield Companion (Animal Archives version) on Rambi, and Greater Magic Fang on Rambi's horn. All using his lesser extend rod and lasting 16 hours.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

I didn't play part A

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I ave played the first three parts.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric has played the first three.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

A, B & C for me.

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

All 3 for me, the character was explicitly created to take the GM credit for Part A and has been cooking in the proverbial pot since then.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

A, B, and C

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

And I don't think we will be seeing anything from part A. So we can either do it randomly or just go with the flow and the first one or two players to post after the choice is put up can pick.


Knowledge Checks -Sky Key Solution Aid Token

Sorry for being absent. Trying to finish up with Retrocon paperwork.

@Dortlin, just make sure that your tag lines are up to date, I do not mind pre buffs. And with all of the AOO's, I will try to remember them all, but may miss some. You can either spoiler them in your round or wait until I trigger them and post them first on you next turn and will retcon the action.

I usually do rule of two. As soon as two people agree we move on. No real time for debate in PBP specials.

Looking through the names it looks like I have either played with/for or GMd for you all in the past. So we should have a good time.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Usually what I will do is spoiler the aoo attacks. Most of them are written as responses from Broken Wing Gambit but sometimes I'll toss in an extra one if I'm facing multiple enemies or casters. One complication is the Fortuitous enchantment only triggers off of a successful aoo and is at -5. But I won't always know ahead of time if my aoo was successful so a roll could be a Fortuitous proc or just another aoo.

Dortlin gets 3 aoos, Rambi gets 5.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin is a pain to play online.


VC Australia - WA

While the half-orc Makron valiantly tried to boost it, the attempt fell short.

AID TOKEN #6

Passing Aid Token to: GM Z..D..
Current Boosts: None


Knowledge Checks -Sky Key Solution Aid Token

We have an aid token, we can boost it or hold it. Rules are in the presentation.


Knowledge Checks -Sky Key Solution Aid Token

Reminder, we have an aid token, which can help us on a skill check. or we can boost it and move it on to another table.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I say we boost the token and pass it on

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Agreed

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin doesn't have any of the things needed to boost it unless he rolls well on a knowledge check.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I’m iffy on aid tokens. What skill can we boost it with? I’m happy to try.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Details are on the last slide here.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I will boost with Spellcraft.

Spellcraft 1d20 + 18 ⇒ (2) + 18 = 20.

Since there has been no objection, please pass it on to a needy group, DM. Thanks.


Knowledge Checks -Sky Key Solution Aid Token

To boost spellcraft, you need to cast one of the listed spells. The choices are lesser restoration, neutralize poison, remove curse or remove disease.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 12 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Do I have to do that for a boost to Provide Knowledge? By my reading, the spell needs to be cast to Provide Spellcasting.

But, like I said, I’m not well versed in these things.


Knowledge Checks -Sky Key Solution Aid Token

My fault, I thought you were boosting to provide spellcasting.

Okay I will move the token on with a boost.


Witch's Winter Holiday

***Token #2***
Passing Aid Token to: GM Z..D..
Current Boost(s):
- Allied Offensive, courtesy of Chou Wei
- Provide Knowledge: Spellcraft (Hard), courtesy of Thadeaus Grimm


Knowledge Checks -Sky Key Solution Aid Token

Helpful Spirits: This condition triggers if the House reports enough spirit successes. The forest spirits accompanying the PCs open two connected portals that allow instantaneous movement between two trees in area Q. These trees cannot be more than 60 feet apart. When a creature enters the area of the portal tree, they can appear in a space adjacent to the other portal tree. The portals work both ways and remain open for 1 minute. The PCs can choose which trees form the portals and only the PCs and their allies can use the portals. Spells and effects do not travel through these portals.

When the encounter begins, one PC can attempt a Hard Knowledge (nature) or Spellcraft check to increase the distance between the trees to 120 feet.

Feel free to make this check in gameplay

Charm of Luck Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result.

And it also appears we have another aid token.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Did we know we were going into combat and had time for buffs lasting at least an hour or so or was this an ambush?

And in case the Spider Climb comes up has it been more then 80 minutes since the race?


Knowledge Checks -Sky Key Solution Aid Token

So knowing you were going into a blighted area, I would assume you buffs would be up. But nothing minute per level or rounds per level.

Spider climb is definitely still up.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Heading on a trip. I may not be able to post for a couple days, but then I should be able to from the hotels in the evenings. Feel free to bot Teric as you see fit.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I was delaying to give Peribras a chance to finish off the pod.

It sounds like the trip took at least a few days so would Rambi have recovered the dex damage by now?


Knowledge Checks -Sky Key Solution Aid Token

yes. It has been a few days.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras will prepare Magic Fang instead of Aspect of the Falcon on the trip

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Ok, I looked at my arrow situation and it's not as bad as I thought. I went ahead and bought more blunt arrows because I said I would, but that's all I needed. Sheet should be updated.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

@Psycho Dread: I'm not sure what some of your spells do or if they can be used against undead but we now have a better use for your volly of Magic Missiles.

Since the dullahan is using a spell or spell-like ability you can ready an action to try and disrupt it. It doesn't change what you do but changing when you do it can make a big difference.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity
Dortlin Golani wrote:

@Psycho Dread: I'm not sure what some of your spells do or if they can be used against undead but we now have a better use for your volly of Magic Missiles.

Since the dullahan is using a spell or spell-like ability you can ready an action to try and disrupt it. It doesn't change what you do but changing when you do it can make a big difference.

I play pregen so he has only 2 spell that can deal magic missile and mind thrust. Bad character for this scenario.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Mind Thrust III is nothing to sneeze at -- 7d6 damage to a single target. Id Insinuation also is helpful -- making an enemy confused for as long as you keep concentrating. Command is also a fun spell. And you can increase the Will saves using Overpowering Mind.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I think he was pointing out that we have been facing undead and they are immune to most of his spells.

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