DM Delmoth's Planescape
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Adventure stage: 3
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
DM_Delmoth wrote: Doomguard are philosophically against healing, it would be a faction break to even take a cure spell. She can "heal" negative energy aligned people with inflict spells without issue though. rough :(
That explains the will save xD
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Fortune is so good especially since its critical you make the fort saves.
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
Right? :D
Though we do have the diamond dust if auntie prepped the restorations...
WAIT, are these temp negative levels? or permanent? o.o
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
Aren't they temp ones that become permanent at a failed save the next day?
Sadly, I did NOT prep more than the singular (and expended) Restoration- I only have 2+ Spirit 4th level spells and I used one for Concealed Breath if we run into that problem- maybe should have took a Restoration instead of that cure critical wounds, but alas- I wasn't thinking about fighting MORE stuff to lay us low with levels.
And yes- I've been wanting to run the Fortune Witch/Shaman for a long time now, so glad to finally get to chant it out- just feels like I keep getting to party members a round too late!
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
lol, well... as long as the ghost switches targets, it's going to keep being a round too late xD
buuuut, I guess Conor and Jek also might want to just spend it for an attack anyway xD
Hopefully you can just cackle for a full 24 hours xD
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
Not sure- for the whole time that stretches the intention of the power, and I might have to start doing some kind of endurance checks. . . in theory I can keep going as long as I can spend at least a move action to chant.
I think next level, my next Hex is going to be Witch Hex for the Animated Hair which I will play as my tail-- I realized it was a possibility after finishing and I just think it HAS to happen now.
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
Nah, I'll waste on a double failed fort save.
Amusing that since I picked Cornugon Smash we've only fought undead.
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Auntie Glimmerhoof wrote: Not sure- for the whole time that stretches the intention of the power, and I might have to start doing some kind of endurance checks. . . in theory I can keep going as long as I can spend at least a move action to chant. I've already covered this in my house rules.
Mara wrote: How long can chant and cackle be used to extend hexes? RAW there is no limit so long as the character can still make the required action. However this seems ridiculous, so a character can use these abilities to extend hexes for 1 minute per level. Long enough to last any combat but not long enough that it can be used in every combat in a dungeon exploration.
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
if Nik had his way, we'd recruit all the shamblers and fight none of them xD
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Walked into another guard room.
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
Floated? xD
Also, Nik will be wanting to store undead abomination corpses for arts&crafts later...
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Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
I didn't mention the possibility of smashing two because I thought your moniker of "just zombies" meant they were anything but just zombies :)
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
Also, helios did not cast any light spells yes? Is it now pitch black?
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There is no light so yes you'd need darkvision to see.
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
I can start generating light either myself or with my familiar next round, but only the 0th level version of light for me or 0th level dancing lights for the familiar (but she could spam it every round)
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
Being a lowly human without blind fight, that would be pretty helpful :)
Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
lol, right? Why can't they see in the dark?
Also, a 1 round light spell that's recast every round without using a PC's actions is really handy here o.o
Also, it's too bad Rinika doesn't count as undead for Bolster xD
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CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
Oh yah- there's a reason the improved familiar is useful, for sure- and lyrakean's get some neat little tricks. Pretty happy with that choice.
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
they're also hawt ;P
Actually, they're my second favorite after Shilvanshee :3
too bad they errata'd the cat's lay on paws to never scale xD
Also, don't forget to remind the GM when she's sitting on your shoulder, she has constant detect magic and detect evil, which might help someday xD
NG Helianthrope Warpriest 5 Magus 2 | Status: Aligned Weapon, Arcane enchanted HP 27/45 | Fervor 3/5 | Arcane Pool 1/2 | PoP I 1/2 | SW 4/5
Which leads me to ask: can Improved Familiars have archetypes?
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
Huh, good question. I suppose if that archetype only replaces things that an improved familiar has...
@gm? :3
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
btw, i'm seeing a pattern with the guards, and I notice that we have two vials of holy water in our treasure... does Jek want to pass some out? Or someone can ask for 'em
Maybe Nik xD
Also, I'm beginning to think that all 4 of the rooms next to the central one are guard rooms. Shall we go forward? XD
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
I've got a handful of hit points and five levels left, let's soldier on!
But some negative energy protection would.have been awful nice.
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
Trying to figure out- who is negative healed right now and who is still positive healed?
Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
Rinika is always negative healed.
Infernal healing is a good option. See, this is why evil is better.
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
Also cookies, don't forget those!
Ohhay. Nik is shamblerized presently. Can Rinika heal Nik, then? That'd be hilarious xD
Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
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The good news is the inflict spell would be maximized.
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
I have some inflicts memorized as well, split between inflict and cure for the day.
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
DM_Delmoth wrote: The good news is the inflict spell would be maximized. does that mean Nik doesn't get all 10 hp? XD
Or rather, the 6 that'll fit into his current max hpz? :3
NG Helianthrope Warpriest 5 Magus 2 | Status: Aligned Weapon, Arcane enchanted HP 27/45 | Fervor 3/5 | Arcane Pool 1/2 | PoP I 1/2 | SW 4/5
Jek did cast something on Helios but I don't remember exactly what.
Nevermind, I just read the Gameplay thread now :p
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So Nik's intent is to circle around to all the guardhouses to get them over with. I'm a little worried about doing four combats in a row but if that's what you want we can certainly do that.
Nik might be getting a little corpse greedy.
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
yeah... maaaaayyybeeeee
@anyone: Feel free to point out that straight forward should probably involve turning left rather than going straight ^^
(Nik has 8 wis and doesn't always think things through)
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
Not sure Conor has 4 fights in the dark with no healing in him, but I'm game. Get to the B team character quicker I guess ;)
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
Yeah, I have a very small amount of healing left (depending if channel works at all- but SOME healing.
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
I have a wand I'd likely need to burn all of to get back to full.
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
Yeah, wand is less than ideal for sure.
I have left--
2 Inflict Light
1 Inflict Moderate
2 Channels (either 5 or 0 HP)
I can Healing Hex everyone but my familiar and Conor still (cure mod 1 each)
Bedo has a 1/day Cure Light
AND I'm still holding my Cure Critical
(also a few potions but those will be very weak)
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Channel will heal for minimum like other variable healing.
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
Ok! That's something at least- so with my trait that's 5 two more times I can use
So- conor- that's 31 healing.
jek and Helios with a hex (and the one channel) that's 14 each-
Does anyone else need positive (or negative) healing?
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
Nik should probably tap Conor with the wand of Infernal Healing, seems to be evil enough to work here lol...
NG Helianthrope Warpriest 5 Magus 2 | Status: Aligned Weapon, Arcane enchanted HP 27/45 | Fervor 3/5 | Arcane Pool 1/2 | PoP I 1/2 | SW 4/5
Helios can turn all of his spells into Cures. He'd keep a pair of Divine Favors for combat effectiveness, but he's got a pair of Pearls of Power anyway.
Also, it seems he's not damaged at all by the Negative Channeling, only I had no time at the PC to change it.
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
Let me know if you want +10 hp after you're done draining auntie of her healing resources.
Perhaps with the charge for healing coming out of future loot divisions?
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
I'm fully confused as to which, who and how much healing I'm getting :)
But thank you all.
Paying everyone back is gonna take some figuring once we get finished :)
CG F Bariaur Shaman 7 | HP 42/42 | AC 18 T 10 FF 18 | F +3 R +3 W +8 (+2 vs spells) | Init +0 Perc +8 Darkvision 60 ft. Channels: 2/3 Healing Hex: Bedu, Conor
CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
welp, that'd be all of it then xD
Sooooo... Rinika will take care of um... withholdings or whatever it was called, haha
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| Condition: Aura of Courage, Aura of Resolve
Auntie Glimmerhoof wrote: 31 from me. Thank you.
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Nikrir Leldro wrote: welp, that'd be all of it then xD
Sooooo... Rinika will take care of um... withholdings or whatever it was called, haha
Escrow, lol
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