#9-07 Salvation of the Sages PbP

Game Master noral

MAPS & HANDOUTS


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I advise thorough preparation for your expedition, folks!

Also, feel free to use this Discussion thread for table talk, tactics and so forth.

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Hello everyone! So... any advice on preparations?!

Also, I have one life link... will give whoever essentially fast healing 5, on Ahn's turn he'll take 5 HP of damage and your character heals 5 (if you have at least 5HP damage).

He will also target one or more of you with Shield Other (taking half of your damage when dealt)

Who should we apply this to? I usually give life link to one frontliner and shield other to another. Though, with other paladins here also having swift heals, maybe the more squishy folk should get some love.

Silver Crusade

Male LG Half-Orc Paladin 7 (Oath Against Fiends) | HP 53/53 | AC 20 T 10 FF 20 | CMB +11, CMD 21 | F: +8, R: +5, W: +8 | Init: +0 | Perc: +5, SM: +10 | Speed 30ft |Lay on Hands: 5/5 & Smites 3/3| Spells: 1st 2/2, 2nd 0/1 | Active conditions: Protection from Evil

Just noting starting spells for Trokkus:

Level 1: Bless Weapon, Hero's Defiance

Level 2: Communal Protection from Evil

Grand Lodge

Pal 7, HP65/65 - AC 21, T 11, FF 20/ F +12, R +8, W +11/ CMD 22, CMB +11/ Per +8(Dk Vis), Init +4, Move 20ft
Ragnar:
Celestial Horse, HP51/51 - AC 21, T 11, FF 20/ F +8, R +7, W +5/ CMD 22, CMB +10/ Per +5(Dk Vis), Init +2, Move 50ft

I suppose the brief will give us a bit of a better picture of what to prep for.

Scarab Sages

F NG Dwarf Wizard (diviner) 9 | HP: 43/43 | AC: 16 (14 Tch, 13 Fl) (+1 in surprise round) | CMB: +3, CMD: 17 | F: +5, R: +9, W: +7 | Init: +8 | Perc: +4, SM: -1 | Speed 20ft | Diviner's Fortune: 7/7 | Spells: prepared | Active conditions: None.

In case there's a chance to prepare a new day's worth of spells, Agate's full spell list is available on her character page, if anyone wants to make any special requests. She also has a bonded amulet for 1 arbitrary spell per day.

Grand Lodge

Pal 7, HP65/65 - AC 21, T 11, FF 20/ F +12, R +8, W +11/ CMD 22, CMB +11/ Per +8(Dk Vis), Init +4, Move 20ft
Ragnar:
Celestial Horse, HP51/51 - AC 21, T 11, FF 20/ F +8, R +7, W +5/ CMD 22, CMB +10/ Per +5(Dk Vis), Init +2, Move 50ft

I'm never upset by liberal doses of haste :p


It is currently Tuesday morning here. On Friday around lunchtime I will be boarding the Carnival Spirit for a few days out kicking around the Coral Sea to do my final checks for our 'PFS/SFS RPG convention at sea' Con Voyage being held in August (Yes, a con on a cruise ship!)

The ship wifi and internet is utter garbage, so I expect to have no signal or comms from noon on Friday the 7th of June til noon Monday the 10th of Jun. I might get comms, I might not, so banking on not.

Grand Lodge

Male LN Oread Occultist 7 / Living Monolith 1 | HP 54/66 | AC 19 T 11 FF 18 | CMB +10, CMD 21 | F: +9, R: +5, W: +10; (+2 vs. negative levels, death effects, and mind-affecting effects) | Init: +1 | Perc: +10 (+12 to notice stonework), SM: +8; Darkvision | Speed 20ft | Mental Focus: Abj.: 1/4; Trans.: 6/6 | Spells: 1st - 4/5, 2nd - 4/4, 3rd - 2/2 | Active conditions: None.

Whoa... Didn't realize that this was going on. :)

All said and done, Athum is fairly self sufficient, though some of his spells can be cast on others, as needed. He once had to cast spider climb on nearly the whole party, and managed to avoid a good chunk of traps and such. Made the GM giggle.

The only downside to his abilities is that he often doesn't have enough time to properly prep.

Also @Shifty - Jealous!


It should be fun - the first time a dedicated RPG based con has been done on a Cruise ship (mixed conventions and board game cruises don't count :p)

So far the organisation has been pretty interesting, some very different challenges from a normal convention, but some great advantages and simpler points too.

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Is it this?


Yep :)


MAPS & HANDOUTS

Can you guys please fill out the slides 2 and 3 and update slide 2 when you make purchases during the scenario.

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Need permission... I requested access, but you could just make public.


Thanks, should work now.

Grand Lodge

Male LN Oread Occultist 7 / Living Monolith 1 | HP 54/66 | AC 19 T 11 FF 18 | CMB +10, CMD 21 | F: +9, R: +5, W: +10; (+2 vs. negative levels, death effects, and mind-affecting effects) | Init: +1 | Perc: +10 (+12 to notice stonework), SM: +8; Darkvision | Speed 20ft | Mental Focus: Abj.: 1/4; Trans.: 6/6 | Spells: 1st - 4/5, 2nd - 4/4, 3rd - 2/2 | Active conditions: None.

Working on that right now.

Day Job - Profession (Fortune-Teller): 1d20 + 9 ⇒ (15) + 9 = 24

Silver Crusade

F Half Orc Alchemist 9 Bombs 13/16
Spoiler:
HP54/75 - AC 25, T 16, FF 21/ F +11, R +13, W +7/ CMD 22, Per +13(Dk Vis), Init +4, Move 30ft

Im so sorry. I swear I've been checking this thread every day.

In the process I would have put on a new set of First Aid Gloves the current set is half used, bought an Amulet of Natural Armor +2, Ring of Deflection +2, and a Handy Haversack. Default spell loadout is all Cure Spells for now and the Azata domain set up. My extra discovery is Acid Bomb.

Also no boons and 15000 GP on healing items.
Craft Alchemy: 1d20 + 17 + 1 + 6 ⇒ (9) + 17 + 1 + 6 = 33
EDIT:
Also how much healing do we have? o.O Also, don't put Shield Other on me. If need be I can just bash myself with healing bombs.

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Ahn can give 5 HP / round for one character, and Shield Other on another for half damage.

Ahn has 14 5d6 Lay on hands (4d6 if a mercy is activated, and 5d6+8 if done on himself... intent is to take others hits and swift heal self in combat.)

He's wearing a talisman of life's breath (for self) and a brand new set of first aid gloves.

If he has 10 LOH available he can raise dead. More likely this will be after the adventure if we're not getting a chance to sleep, but still handy.

Has full and partial CLW wands

Four scrolls of lesser restoration, more restoration may be good.

Sovereign Court

Male LG UC Monk 1/Paladin 6 | HP 45/53 (10 nl, 0 temp)| AC 19 20 T 18 FF 17 21 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 6/7 (3d6) Smite 2/2 Active conditions: 20 ft reach, Ablative Barrier 20/25, Enlarged, Smite: Tahari, Flaming

Jumping in! If I am being honest, I know nothing about the scenario- just know that I enjoy playing with this GM and that Ischell was getting lonely. If there is something specific I need to know/prepare for, let me know. I have some unspent funds that could be used to shore up any weaknesses/holes.

Ischell here is a Reach/Secondary Fighter Hippy Stoner dude. Monk 1/Paladin 6

All he really needs is someone to use his want of Mage Armor on him, and a few seconds to UMD his wand of shield (hopefully) before a predicted major combat. If anyone wants make him large more than once a day he wouldn't say no...

LOH: 7 x (3d6)
Enlarge Person (su): 1/day
Smite: 2/day
All Healing on him receives an additional +2/dice (included his LOH above)

Silver Crusade

Male LG Half-Orc Paladin 7 (Oath Against Fiends) | HP 53/53 | AC 20 T 10 FF 20 | CMB +11, CMD 21 | F: +8, R: +5, W: +8 | Init: +0 | Perc: +5, SM: +10 | Speed 30ft |Lay on Hands: 5/5 & Smites 3/3| Spells: 1st 2/2, 2nd 0/1 | Active conditions: Protection from Evil

Just noting purchases:

Upgrade armor from +1 to +2: 3000
Upgrade shield from +1 to +2: 3000
Upgrade weapon from +1 to +2: 6000


I will wait for a fourth voice on Torch but already some information for you as one more voice is enough.

Torch will bring you consumable supplies!

To a maximum value of 1500gp. Make your requests here please.

Scarab Sages

F NG Dwarf Wizard (diviner) 9 | HP: 43/43 | AC: 16 (14 Tch, 13 Fl) (+1 in surprise round) | CMB: +3, CMD: 17 | F: +5, R: +9, W: +7 | Init: +8 | Perc: +4, SM: -1 | Speed 20ft | Diviner's Fortune: 7/7 | Spells: prepared | Active conditions: None.

If we're going to be trekking across the desert, Agate will be happy to tap everyone with her never-used wand of Endure Elements.

Grand Lodge

Male LN Oread Occultist 7 / Living Monolith 1 | HP 54/66 | AC 19 T 11 FF 18 | CMB +10, CMD 21 | F: +9, R: +5, W: +10; (+2 vs. negative levels, death effects, and mind-affecting effects) | Init: +1 | Perc: +10 (+12 to notice stonework), SM: +8; Darkvision | Speed 20ft | Mental Focus: Abj.: 1/4; Trans.: 6/6 | Spells: 1st - 4/5, 2nd - 4/4, 3rd - 2/2 | Active conditions: None.

I don't particularly need anything. I can't even take advantage of a Bull's Strength potion/wand. Cat's grace or Bear's Endurance would be okay. Take other's considerations into account first.

Athum doesn't have anything to buy of his own, either. Still saving up for the next upgrade to Slitherbane.

Sovereign Court

Male LG UC Monk 1/Paladin 6 | HP 45/53 (10 nl, 0 temp)| AC 19 20 T 18 FF 17 21 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 6/7 (3d6) Smite 2/2 Active conditions: 20 ft reach, Ablative Barrier 20/25, Enlarged, Smite: Tahari, Flaming

Potions/Scroll Ischell wouldn't mind having:
Enlarge person (50 gp/each)
Ablative Barrier (More expensive at 400 gp)

Things that might be useful...
Skill Elixirs (250 gp) (+10 competence bonus to some useful skills)
Potion of Fly (750 gp)

We are just under the threshold for a scroll of heal (1650 gp)
How are we on "remove" spells, or restorations?

Scarab Sages

F NG Dwarf Wizard (diviner) 9 | HP: 43/43 | AC: 16 (14 Tch, 13 Fl) (+1 in surprise round) | CMB: +3, CMD: 17 | F: +5, R: +9, W: +7 | Init: +8 | Perc: +4, SM: -1 | Speed 20ft | Diviner's Fortune: 7/7 | Spells: prepared | Active conditions: None.

Agate has 5x oil of enlarge person, if you want some.

Sovereign Court

Male LG UC Monk 1/Paladin 6 | HP 45/53 (10 nl, 0 temp)| AC 19 20 T 18 FF 17 21 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 6/7 (3d6) Smite 2/2 Active conditions: 20 ft reach, Ablative Barrier 20/25, Enlarged, Smite: Tahari, Flaming

I have one as well.

I was just trying to think of consumables that might end up being useful.


Perconally spending 2pp on a 5 x scroll of Lesser Restoration.

For consumables:
Holy water
Antiplague
Antitoxin

A potion of fly (as above) would be handy in case.

I assume we are magic in, magic out - and no overland movement.

Scarab Sages

F NG Dwarf Wizard (diviner) 9 | HP: 43/43 | AC: 16 (14 Tch, 13 Fl) (+1 in surprise round) | CMB: +3, CMD: 17 | F: +5, R: +9, W: +7 | Init: +8 | Perc: +4, SM: -1 | Speed 20ft | Diviner's Fortune: 7/7 | Spells: prepared | Active conditions: None.

Since "energy immunities and resistances" sounds a lot like "don't expect your blasty mage spells to be much use", here's some of what I'm looking at preparing if there's a chance to prepare spells:

Prying Eyes - potentially useful for scanning abandoned desert strongholds (sadly they have normal vision only)

Dismissal - since summoning powers were mentioned

Thaumaturgic Circle - can be a magic circle vs. divs

Dispel Magic

Remove Curse

Assorted weapon buffs: Versatile Weapon, Keen Edge, Magic Weapon

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

How's everyone's ability to fly - Ahn has one fly potion
We're good on Endue elements, thanks Agate! (Ahn has some scrolls too)

Ok... let's start zeroing in...

Please edit and tweak.. this is just to get us going...

Antiplague x 6 (50GP) = 300 GP (Though, do you think the paladins are immune to NIght Plague?!)
Antitoxin x 3 (100GP) = 300 GP
Scroll Lessor Restoration x 2 = 300 GP (Ahn can channel for 1 ability point healing for the group 7/day... and can blow a LOH for some more with Nimbus of light)
Skill Elixers X2 (250 GP) = 500 GP
Scroll Remove Disease x2 (150GP) = 300 GP

Please edit.

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

GM... looking through my boons I see I have Prophetic Dream from PaizoCon 2016 Boon #2. At the beginning of an adventure (or after a night's rest) I can check off one box to get a benefit of some kind.

Are we early enough in the adventure that I can activate this? This is probably one of Ahn's last hoorahs with 2.0 coming out, so I figure I should start using these boons!

Spoiler:
"Powerful dreams have visited you every night, sometimes terrible and other times exhilarating. You've come to understand that these nocturnal visions sometimes portend the events of the coming day, manifesting as supernatural phenomena when troubles trikes. When you begin an adventure or wake up from a full nights sleep, you can check one of the boxes above this boons and roll 1d4 to determine the kind of dream you experiences.

Silver Crusade

F Half Orc Alchemist 9 Bombs 13/16
Spoiler:
HP54/75 - AC 25, T 16, FF 21/ F +11, R +13, W +7/ CMD 22, Per +13(Dk Vis), Init +4, Move 30ft

As for the only thing that I would be concerned about that I haven't seen mentioned is just a Daylight spell. I can't really argue with any if the suggestions as their all good. Though with that being said I think I can get lesser restoration and remove disease into my spell book so that will help too.

Sovereign Court

Male LG UC Monk 1/Paladin 6 | HP 45/53 (10 nl, 0 temp)| AC 19 20 T 18 FF 17 21 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 6/7 (3d6) Smite 2/2 Active conditions: 20 ft reach, Ablative Barrier 20/25, Enlarged, Smite: Tahari, Flaming

I don't have any ability to fly, though I could easily purchase my own potion of fly (and honestly, I probably should at some point).

The list looks fine to me.


*************** IMPORTANT *********************************

You see simplified character sheets for the five Jeweled Sages in the slides and handouts.

At various stages during this adventure one or more Sages may be available to you.

The character sheets describe what they can do. Each has a melee attack and/or a ranged attack.

If a Sage attacks, he or she does the damage listed. Sages don't make full attacks and don't roll to hit.

Each sage also has a number of special abilities, with check-off boxes. Each use fills a box, and when all the boxes are filled the ability is no longer available during the adventure.

You will notice that Torch has an ability called "well prepared" - this is in addition to the goods he already brought you.

When Torch is with you, you can ask him for any potion or scroll (but not other consumables) until the 1500gp limit has been reached.

Each Sage also has a number of modifiers listed under "Investigation": at relevant points of the adventure if a Sage is with you, you can add those modifiers to any skill checks you attempt. The Sages do not roll separate skill checks themselves.

Do you have any (out of character) questions about the Sages or their sheets?


Just one more note:

This scenario needs you to invest more time in understanding the Sages' capabilities and also your comrades' skills.

I know that there is a lot of stuff to keep in mind and you have to read a lot but if you are well prepared your characters will have a very good chance to get through this scenario! :-)

Silver Crusade

Male LG Half-Orc Paladin 7 (Oath Against Fiends) | HP 53/53 | AC 20 T 10 FF 20 | CMB +11, CMD 21 | F: +8, R: +5, W: +8 | Init: +0 | Perc: +5, SM: +10 | Speed 30ft |Lay on Hands: 5/5 & Smites 3/3| Spells: 1st 2/2, 2nd 0/1 | Active conditions: Protection from Evil

This is complicated :)

I always find scenarios where we have NPCs under our control a bit weird, as it's hard to make group decisions without slowing down combat.

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

So... Torche's mechanic and given the list is all potions and scrolls, we can wait.

GM... mechanically, does that mean, on my turn I can suddenly have a potion of whatever in my pack, or is there a delay to this special "action" when a resource is requested?

Same for the sages. I see the diamon sage has Blur and Feather Fall... does that mean we can, if we find ourselves suddenly falling, utilize her feather fall ability on US as an immediate action?

Sovereign Court

Male LG UC Monk 1/Paladin 6 | HP 45/53 (10 nl, 0 temp)| AC 19 20 T 18 FF 17 21 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 6/7 (3d6) Smite 2/2 Active conditions: 20 ft reach, Ablative Barrier 20/25, Enlarged, Smite: Tahari, Flaming

How are we on skills? With a group so Paladin heavy, do we have knowledges/DD/etc covered?

Scarab Sages

F NG Dwarf Wizard (diviner) 9 | HP: 43/43 | AC: 16 (14 Tch, 13 Fl) (+1 in surprise round) | CMB: +3, CMD: 17 | F: +5, R: +9, W: +7 | Init: +8 | Perc: +4, SM: -1 | Speed 20ft | Diviner's Fortune: 7/7 | Spells: prepared | Active conditions: None.
Peridot the Doctor wrote:
As for the only thing that I would be concerned about that I haven't seen mentioned is just a Daylight spell.

Agate has Daylight in her spell book.

Ischell wrote:
With a group so Paladin heavy, do we have knowledges/DD/etc covered?

Agate has all the knowledges trained, and is +18 for Disable Device with her trapspringer's gloves.

Day job: Craft (Jewelry): 1d20 + 13 ⇒ (20) + 13 = 33

Silver Crusade

F Half Orc Alchemist 9 Bombs 13/16
Spoiler:
HP54/75 - AC 25, T 16, FF 21/ F +11, R +13, W +7/ CMD 22, Per +13(Dk Vis), Init +4, Move 30ft

Yes between me and Agate we're well covered in skills. Occultist also has that weird ability to grant weapon bonuses too


Ahnastasios Silvertongue wrote:

So... Torche's mechanic and given the list is all potions and scrolls, we can wait.

GM... mechanically, does that mean, on my turn I can suddenly have a potion of whatever in my pack, or is there a delay to this special "action" when a resource is requested?

Torch will have an icon on the map. His ability is to be prepared but the mechanics for move actions etc in battle are the same as always. Of course out of battle he can provide you what you wish and you can store it with any pc you want.

Ahnastasios Silvertongue wrote:


Same for the sages. I see the diamon sage has Blur and Feather Fall... does that mean we can, if we find ourselves suddenly falling, utilize her feather fall ability on US as an immediate action?

If their spells or abilities can target others you are free to use those on PCs.

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Interesting then that the Diamond Sage gets four uses of Feather Fall! (I'm glad I added the Talisman of Beneficial Winds already!)

Ahn is alright at Diplomacy, Linguistics, and UMD

Silver Crusade

Ischell has very little to offer in terms of skills. Other than a significant ability to self heal during combat, he plays like a pretty typical reach fighter.

Threatens a full 25ft range (including adjacent) with 2 AoO, and 3 attacks/full round (Flurry of blows, stacks with haste).

Primary weapon is Adamantine and Trip, so he can also sunder weapons/armor or trip/stop movement if that is move valuable then dealing damage.

He also has ER against Fire(4) Cold(4) Acid(3) and Electricity(3)

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Ahn again is primarily in-combat healing - 14 LOH at 5d6+8, healing his one life link partner 5/round, and one or more Shield Other's, taking half their damage (probably one as he's come close to death taking his and other's damage in AOH)

He can remove Shaken and Fatigued with a LOH (making LOH 4d6 instead of 5)

He can raise dead with 10 LOH

He has two breath of lifes available on gloves for the party, and one for self in the form of a Talisman of Beneficial Winds

He has boots of striding and springing and often starts combat with Expeditious retreat from a wand so that he can stay close to his shield others as well as get to someone in need with breath of life.

He can heal 1 ability point for the group (we choose the stat the group gets) 7/day (oracle 1 channel) - In combat, so more useful than restoration.

Using a LOH he can heal 1d4 ability points in combat with a 10' nimbus of life... also provides +1 AC, Attack, Damage... moral bonus)

He offers mediocre melee or ranged contribution... when smiting it's not too shabby. But that's not his thing.

He knows quite a few languages and is decent at Linguistics.

He is haunted so, slow to retrieve items.

Grand Lodge

Male LN Oread Occultist 7 / Living Monolith 1 | HP 54/66 | AC 19 T 11 FF 18 | CMB +10, CMD 21 | F: +9, R: +5, W: +10; (+2 vs. negative levels, death effects, and mind-affecting effects) | Init: +1 | Perc: +10 (+12 to notice stonework), SM: +8; Darkvision | Speed 20ft | Mental Focus: Abj.: 1/4; Trans.: 6/6 | Spells: 1st - 4/5, 2nd - 4/4, 3rd - 2/2 | Active conditions: None.
Peridot the Doctor wrote:
Yes between me and Agate we're well covered in skills. Occultist also has that weird ability to grant weapon bonuses too

No idea what you're talking about. Athum has no such ability. Might be an option that I didn't consider.

I do have a decent number of Knowledge skills, as well as access to a bunch of Psychic skill unlocks.

Silver Crusade

F Half Orc Alchemist 9 Bombs 13/16
Spoiler:
HP54/75 - AC 25, T 16, FF 21/ F +11, R +13, W +7/ CMD 22, Per +13(Dk Vis), Init +4, Move 30ft
Athum wrote:
Peridot the Doctor wrote:
Yes between me and Agate we're well covered in skills. Occultist also has that weird ability to grant weapon bonuses too

No idea what you're talking about. Athum has no such ability. Might be an option that I didn't consider.

I do have a decent number of Knowledge skills, as well as access to a bunch of Psychic skill unlocks.

It's legacy weapon. You touch a weapon to grant it weapon bonuses up to a +2. If the weapon in question has at least a +1 you can grant it special abilities like bane. It's one of my favorite buffs in the entire game.

Grand Lodge

Pal 7, HP65/65 - AC 21, T 11, FF 20/ F +12, R +8, W +11/ CMD 22, CMB +11/ Per +8(Dk Vis), Init +4, Move 20ft
Ragnar:
Celestial Horse, HP51/51 - AC 21, T 11, FF 20/ F +8, R +7, W +5/ CMD 22, CMB +10/ Per +5(Dk Vis), Init +2, Move 50ft

Off on a ship - dicey/no comms 72 hours :)

Grand Lodge

Male LN Oread Occultist 7 / Living Monolith 1 | HP 54/66 | AC 19 T 11 FF 18 | CMB +10, CMD 21 | F: +9, R: +5, W: +10; (+2 vs. negative levels, death effects, and mind-affecting effects) | Init: +1 | Perc: +10 (+12 to notice stonework), SM: +8; Darkvision | Speed 20ft | Mental Focus: Abj.: 1/4; Trans.: 6/6 | Spells: 1st - 4/5, 2nd - 4/4, 3rd - 2/2 | Active conditions: None.
Peridot the Doctor wrote:
Athum wrote:
Peridot the Doctor wrote:
Yes between me and Agate we're well covered in skills. Occultist also has that weird ability to grant weapon bonuses too

No idea what you're talking about. Athum has no such ability. Might be an option that I didn't consider.

I do have a decent number of Knowledge skills, as well as access to a bunch of Psychic skill unlocks.

It's legacy weapon. You touch a weapon to grant it weapon bonuses up to a +2. If the weapon in question has at least a +1 you can grant it special abilities like bane. It's one of my favorite buffs in the entire game.

Ah yes. Sorry. It doesn't get used very often... mostly because it's a standard action to use.


Ok heading off to jump on a cruise ship - dodgy/no comms for 72 hours!

Should be fun getting the space measured out for the con in August :)

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Per an earlier post in this thread, Ahn is activating a PiazoCon 2016 Boon #2...

What dreams: 1d4 ⇒ 3

Nightmare of Terrible Trauma (Ahn had a bad night of nightmares!): Your dream was painful, whether you dreamed of torment, watching as your teeth fell out, or being eaten by beasts, or something worse. When you would take bludgeoning, piercing, or slashing damage, you take 10 less damage (minimum 1) and gain a +2 bonus on any saving throw against additional effect associated with the attack.

I can activate this once.

Ahn was tormented by the alien presence searching for him in his dreams, and of being accosted and drained of strength to his death by many shadows... nightmares from PTSD in the Tome of Righteous Repose.

Dark Archive

Active Conditions: Life Link: Frost, Shield Other: Agate, Ragnar Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Per an earlier post in this thread, Ahn is activating a PiazoCon 2016 Boon #2...

What dreams: 1d4 ⇒ 2

Nightmare of Fearful Retreat (Ahn had a bad night of nightmares!): In your dream, you were fleeing some ferocious bogeyman that you dar only face in the waking world. You gain a +10 enhancement bonus to your base speed for 3 rounds. If you are frightened or panicked when you use this ability, you may attempt a new saving throw at the same DC as the fear effect; if you succeed you are instead shaken for the duration. I.

I can activate this once. Sadly useless because he has boots of striding, AND he's immune to fear...

Ahn was tormented by the alien presence searching for him in his dreams, and running for his life, not moving fast enough, it always gaining on him...

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