DM Delmoth's Planescape (Inactive)

Game Master Delmoth

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Planewalker's Handbook


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CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

I take it that 'lancing' is slang for making fun then? :3
https://www.youtube.com/watch?v=GD6qtc2_AQA


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Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Congrats!


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

OK, so we know that the lawful good guys are out of the area to help fight some shift in a gate town, and we know there's a temple with lot's of good guys (also lawful?) that has lewt in it. What are the odds that part of sending the good guys away was to help a power crystal get stolen and destroy all the (safely accessible?) evidence in this place? xD


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Nikrir Leldro wrote:

I take it that 'lancing' is slang for making fun then? :3

https://www.youtube.com/watch?v=GD6qtc2_AQA

I've been known to misuse a word or two but that was my intent.


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Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7

Congrats on the house, and good luck!

Nik, you may be right on the money but that gem has shot straight to the top of Rinika's "most eligible stealables" list.

But, y'know, she can certainly listen to reason.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

The bright gem is located fairly close to the center of the island. If we assume that whatever protection spell is saving us from instant immolation has a radius to its effect, this would be a pretty good spot for it. It may as well be a bright red self-destruct button. Do not taunt happy fun ball.

Quick edit: Putting it on an altar screams ritual magic. Taking it would also be desecrating a temple devoted to good deities.


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Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Good luck and congrats on the house!


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Arkynn wouldn't realize but Nik, Vaascht, and maybe Rinika would know that magic works differently on each plane. So for example fire spell will not work on the plane of water and summoning spells will only summon creatures on the current or neighboring planes. It's possible to acquire spell keys that will allow altered spells to function normally, finding out spells keys would be a matter of research and experimentation.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

What was the Testament of Worms again? A book?


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It is indeed a book


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Jek Tal'dor wrote:
Casual use of 1000+g scrolls seems a little intimidating for our level."

I wish I could claim responsiblity for this torture but I cannot. Let me know when you guys need a hint.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

Is the arch over the pathway? In the middle of the platform?


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It marks the threshold between the two.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

So there's no obvious wall connecting to the portal location... That leaves the floor, the arch itself, and that flat wall?


Wrath Maps

No traditional walls. You could us3 passwall through the floor or the battlements as you say.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

I get the feeling that the passwall is for keeping the gem active...
But, failing that, I'm guessing below the the archway would help xD


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Are we sure that Nik and Ethyl aren't an old married couple? So much going on in all my games and I can't do anything about it.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Hehehe
I like the sound of that ;p

Did Ethyl get a thing, though? :D


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

except for the scroll of protection from elements, the scrolls of passwall, and testament of worms, I don't see anything in our loot that might be vellum xD

I guess I'm ready for a hint at least xD
Maybe after we try passwall on the floor under the archway? xD


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

I am what they call stumped. Short of just throwing out a passwall and praying we pick right.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Same xD


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Your hint: You're so close to solving the key that someone has said it out loud and in character already.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

I was leaning towards Passwall anyway xD
Also it has a range of touch, so if just reading it near the archway wasn't enough, he can hold the charge and try poking his hand through the ... doorway? under the arch :D

Also: I just realized that if I had just rolled CL check followed by Wis check (ignoring deciphering the scrolls), the rolls would've worked out exactly the same, with 1 failure followed by two successes :3


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In case you missed it in gameplay, you're level 3. Once everyone is done leveling up we can start on the next thing. You have a couple of side quests you can pursue individually or as a group and now that we have a good stable group I'll get ready for the main event, the Dead Gods adventure anthology.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

Let's go recover our things!


Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7
Jek Tal'dor wrote:
Let's go recover our things!

I've got an umbrella to go back for and a sorely-needed notebook.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

I want my spellbook.

Also Shadowknave requires stabbing


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

... and Nik can start on his army of shamblers? :D


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

I sure as shoot hope so, I've always wanted to be on the RIGHT side of a horde of zombies!


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Nikrir Leldro wrote:
... and Nik can start on his army of shamblers? :D

You do you.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

I like how everyone else has someone to be mad at but Nik... doesn't xD


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I mean Eighttoes did turn into a bear and maul you.


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CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Shoot, he grew two new toes too?
Well, I'll definitely need to make him pay after all! xD

In other news, I'm 99% done leveling up in my lil spreadsheet-o-doom, but I can't decide on my feat:
+4 initiative?
doodle on all the vellum?
Especially now that I have glitterdust, maybe +4 initiative > Scribe Scroll?


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn

Druid (Urban) 3

Just need a Feat...thinking Toughness


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

Cavalier (Charger) 2; Brawler 1

I'm taking the Phalanx Formation feat. This means allies no longer provide the enemy soft cover for my reach attacks; however, I am still protected from theirs. This should simplify positioning decisions quite a bit.

Otherwise, Jek has the Escape Route Teamwork feat if anyone else wants to use that more often than when he has tactician going.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

I'm hoping to get leveled tonight after I get the kids to bed. I've got some debates about feats and arcana going right now.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Finally decided I'd stick with Improved Initiative; some day I'm going to blind a fool before they even attack :3
Maybe wall of a thing :3
Almost want blindness/deafness, but that's only single target and usually blinded enemies don't need permanent penalties >:3
Escape Route actually looks nice tho...


Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7

I'm trying to decide whether I want to keep my caster levels up to par or dip a little into possibly brawler or swashbuckler to get a little more combat utility and class skills where I need them.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

You know my opinion on muticlassing...lol.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

speaking of multiclassing, I like how PF2 uses feats to grab new class features :3
I hate to lose out on stuff in my primary class...


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Agreed; it looks like VMC a bit.


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Let me know when you demand to be converted to PF2. I haven't really looked at the new rules and probably won't consider it until at least one of my Stange Aeons finishes.

As far as multi-classing an oracle goes it's rough. I did it for a PFS character, but it was to get a sweet 1st level mystery and then just did my other class forever. If you want and it helps I'm warming up to fractional advancement. As far as brawler and swashbuckler go, they are particularly good level dips.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

I don't know if I can have a pet zombie hoard in PF2 at all, so I'll probably demand that we don't switch, in spite of the better multiclassing :P


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

I am actually hoping that none of my games make the switch. I figure that, eventually, I shall play it.
My weekly PFS group is a Season behind (doing Season 10 & 2 Core). We are planning to switch next season.


Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7

I'm okay with sticking with PF1 for the time being. It certainly has a lot more in terms of character options.

I've done a little bit of multi-classing oracle before, once as a dip with a paladin and once by taking a level or two of hellknight signifer for a life oracle, that was a lot of fun.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

PF2 looks like fun. Personally, I've never had a character transfer editions without large compromises that make me wonder if it can be played as the same character. Usually it's the loss of favorite spells, skills, or class-defining abilities. I'd want the option to start fresh to avoid worrying about it.

Quick reminder to everyone: level 3 is our first level of Automatic Bonus Progression kicking in.


Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7
Jek Tal'dor wrote:
PF2 looks like fun. Personally, I've never had a character transfer editions without large compromises that make me wonder if it can be played as the same character. Usually it's the loss of favorite spells, skills, or class-defining abilities. I'd want the option to start fresh to avoid worrying about it.

I've had fun the few times I've played it but it's definitely a different game.

Quote:
Quick reminder to everyone: level 3 is our first level of Automatic Bonus Progression kicking in.

Thanks for the reminder!


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

I'm ok with PF1 or two. I did some playtesting of 2 and found it fun but different.

If certainly have to make some changes with class, but it's pretty viable to make a fighting mage in 2, at least from one of my playtest characters.


Wrath Maps

I think everyone is ready to go. So what's the plan? Personal missions? Reclaiming list gear? The next adventure?


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Step 1 is trade/copy spells ^^
Probably gear next?

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