GM Xavier Kahlvet's Passing the Torch—Low Tier

Game Master KingTreyIII

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| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Arnaut wrote:
And Arnaut didn’t even get to be a spooky shadow for a time and scare the living daylights out of people before getting his soul forcibly vacuumed back into his body. I feel cheated.

And that is why we can't have nice things, Arnaut.

Silver Crusade

Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

Sorry for missing that about the limited actions in surprise rounds.

For some reason that is one rules element that I often forget about because it so rarely has come up for me.

In Sir Hendric's first eight levels, he had Lookout, but retrained it away because it seemed there was never a surprise round in his PFS sessions.

And I rarely build characters for ambush tactics.

In the P6 game I am running (Red Hand of Doom), there have rarely been any surprise rounds.

Fixed it now.

Dark Archive

Male
Archives of Nethys wrote:
Pentacle Talisman: The five-pointed star carved on this round silver talisman glows blue whenever an evil creature targets the wearer with magic jar, possessionOA, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Would this spell be considered a charm or compulsion spell or effect that allows the creature to exercise control over me? Knowing what the spell is, it is a compulsion effect.

If it pops, I would think the initial reroll GM took would be the talisman reroll and would use my folio reroll on that, spoilered in the gameplay thread.

Silver Crusade

Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

If Marta made the save (which I think she did due to Shake It Off and Greater Banner), then she is wholly unaffected due to Stalwart and the third Dispel Evil can go to Jordan or Arnaut.

The Exchange

| Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

If Marta was wholy uneffected (e.g. not staggered) then the third dispel evil would go to Jordan.

Edit: @Zanice The GM said you drop prone as a free action on your turn, since Peter goes before you I don’t think you have taken that action yet.

Dark Archive

Male
Peter Zarr wrote:

If Marta was wholy uneffected (e.g. not staggered) then the third dispel evil would go to Jordan.

Edit: @Zanice The GM said you drop prone as a free action on your turn, since Peter goes before you I don’t think you have taken that action yet.

Thanks. The dice are really punishing me on this one so far - I'm failing all the saves... How do I put a virtual roller in dice jail?


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

Long story short: this morning is going to be a bit busy, so I’m not going to get to posting for a couple of hours.


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

@Zanice: The talisman would apply, but I think things got mixed up with what dice roll goes where, so here’s how I’m going to do it: The die roll in the “Marta/Zanice Folio Rerolls (Should you wish to use them)” spoiler was intended to be used as a folio reroll, but I’m going to use the natural die result for the die result of your second save granted by the talisman, then you use your folio to reroll the additional save granted by the talisman, but all three of your saves fail (even with Hendric’s banner) so you’re affected by the spell.

@Hendric: I did indeed forget about those, but Marta has heroism going so the banner wouldn’t add in. However, Shake It Off would make Marta’s initial save succeed, and because of Stalwart she wouldn’t be staggered. Also, the soul eaters have DR/magic, so don’t bother rolling for the unarmed strike.

@Peter: This likely got lost in the action when everything hit the fan, but Peter (the character) does know that this whole area is under the effect of unhallow (I told you as such here) and thus the agathions can’t touch anyone, even PCs. I’ll let you redo your turn’s standard action because your character would know better than to summon good-aligned creatures in this situation (but if you forget again then I’m not going to be as lenient).

The Exchange

| Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

@GM Thanks for letting me take a different action. Could I dispel the Unhallow and then take the same action? I don’t know if that spell can be dispelled (it looks like no because it’s instantaneous, but it’s weird because it lasts after that)

If it can’t be dispelled, does the dimensional anchor prevent all summoning, or just the magic circle against good stuff vs good summons?

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

So, am I just taking a full round action to try and shake off the effects of the spell? I moved myself back to my previous location on the map. I also undid my weapon enhancement arcane pool spend.


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

@Peter: Um...considering the spell normally only stays for a year while this one has been going for at least a decade (and no one would come here to re-cast it since the place is guarded by the ghost mantis—hence why Eylysia has been hidden for so long) I’m going to go with no on dispelling the unhallow it’s more powerful than a regular version of the spell (and even if you could it would be a really hard DC to make). And unhallow specifies that it affects all creatures in the area with the linked spell, and dimensional anchor is a single target spell, so yes you can summon stuff, but the moment they appear they get affected by dimensional anchor—if it were dimensional lock then it would be a different story because that specifically prevents extradimensional travel within an area, rather than preventing it on all creatures in the area.

@Zanice: Yeah, pretty much.

Dark Archive

Male Human Arrowsong Minstrel 14 | HP: 115/115 | AC 27 (T 18, FF 21) | CMB: 12 CMD: 32 | F:11 R:22 W:12 | Init 10 | Perc: 15 SM: 9 | Speed 30 ft. | Spells used: 1st: 0 2nd: 0 3rd: 0 4th: 0 5th: 0 | Active Effects:
Spoiler:
;

Oof. That's a lot of posts. With the frequency of this group I keep falling behind, and there's really nothing I can do about it.

Sorry in advance. I'm trying to catch up today, but I hope I don't fail for the third time.

Liberty's Edge

Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

I'm considering using the Judgment Light spell. Any ideas what would be most effective? Do you think spell resistance is going to be an issue in this fight?

Alternatively I could try a dominate person (swaying word inquisitor ability) on the elf.

A Blistering Invective or Forced Repentance is also pretty tempting.

I need to think about this for a while...

Silver Crusade

Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

Elves have resistance to enchantments, casters have good Will saves, and divine casters have especially good Will saves.

I would say 5' step and full-attack White, using Judgment for either attack bonus or damage.

If you fail to drop it, maybe Jordan can hit it with the Greater Slaying Arrow (Evil Outsiders).

Liberty's Edge

Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

I like the idea of blistering invective since it will give all those minions a -2 to hit and do a little damage. I feel that is pretty important since I've seen what massed minions can do to squishy spellcasters. But those soul eaters seem nasty and the spellcasters can probably bomb them.

At the very least I want to pause until I see what the spellcasters do. A haste or inspire would make a huge difference in whether Marta can hit or not.

Are these soul-eaters invulnerable to non-lethal damage, because if so that means she can't do much damage to it. Did anyone call out its communities and the like?


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

The only other person that you're waiting on is Jordan. And you don't know one way or the other if the soul eaters are immune to nonlethal damage.

Liberty's Edge

Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

OK, then, I guess I'll take a risk and attack it. But if he does launch a performance, can I take advantage of the bonus?


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

I'm 75% sure that he will, so just include that in (he gives a +3).

Liberty's Edge

Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

thanks.

Liberty's Edge

Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

"Anyone have any info on what these things are good at?"

Seeing Hendric in a bit of trouble, and frankly astonished at how accurate their blows were, Marta decides to go on all out offence and lead off with the bane instead of judgment.

"Ragathiel, guide my hands against these evil monsters."

Unarmed Strike Attack Info:
swift to activate bane, 5' step, and full attack.

If a hit connects and Marta makes her intimidate check it will cause the opponent to be shaken for as many rounds as non-lethal damage, provided non-lethal damage works on it because of the Enforcer feat. A second hit will cause the opponent to be sickened due to the Cruel enchantment on her Amulet of Mighty Fists.

  • +21/7d6+22 Unarmed Strike Power Attack [crit x2; b] {+10[BAB]
    +4[str] -3[pwa] +3[GMW] +2[heroism] +2[bane] +3[inspire courage] / 1d6 +1d6[merciful] +1d6[corrosive] +4d6[bane] +8/6[str&drfer] +6[pwa] +3[GMW] +2[bane] +3[inspire courage]}

  • Intimidation DC = 10 + the target’s Hit Dice + the target’s Wisdom modifier

  • Stunning Fist DC = 23 {10 + 6[½ level] +7[wis]} Fort save or stunned from stunning fist.
  • - Unarmed Strike attack roll: 1d20 + 21 ⇒ (8) + 21 = 29
    - Non-lethal damage/acid: 7d6 + 22 ⇒ (1, 6, 3, 1, 1, 1, 3) + 22 = 38; (non-lethal, last d6 is acid damage)
    - Intimidate, heroism: 1d20 + 35 ⇒ (2) + 35 = 37 (-2 if no Halo bonus)

    - Unarmed Strike flurry attack roll: 1d20 + 21 ⇒ (3) + 21 = 24
    - Non-lethal damage/acid: 7d6 + 20 ⇒ (1, 6, 6, 1, 1, 2, 3) + 20 = 40; (non-lethal, last d6 is acid damage; if the first attack hits add stunning fist)
    - Intimidate, heroism: 1d20 + 35 ⇒ (18) + 35 = 53 (-2 if no Halo bonus)

    - Unarmed Strike iterative attack roll: 1d20 + 21 - 5 ⇒ (15) + 21 - 5 = 31
    - Non-lethal damage/acid: 7d6 + 20 ⇒ (6, 5, 6, 6, 4, 3, 5) + 20 = 55; (non-lethal, last d6 is acid damage)
    - Intimidate, heroism: 1d20 + 35 ⇒ (6) + 35 = 41 (-2 if no Halo bonus)

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

    Reposted in gameplay. Ignore ^^^^

    I noticed too late to delete though so if you can delete please do so.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    In tabletop, I would normally decide to use Indomitable Mount after the save type was announced.
    This makes some sense to me. A blast of flames, and Sir Hendric has a split-second to decide to guide his horse or trust in Sentry's instincts. He knows that it is a matter of dodging.
    If that is the case, I would not have used Indomitable Mount on a Reflex save. Sentry has +17 at the moment (+2 Good Hope, +2 Prot Evil, +1 Shake it Off), with Improved Evasion and full HP.
    Sir Hendric really needs his swift action next round.
    But if that is not possible to change, then going forward, no Indomitable Mount on Reflex saves.

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

    Hmm. Thanks for moving Marta, whoever did it. I thought white was the white guy, but that was Elyssia.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

    Hendric: Is that +22 Fort bonus including the bonus from greater heroism? Also, you are aware that that spell gives temporary hit points when you cast it, right?

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    @GM and @Zanice Wall of force is one 10’ square per level, so unless the wall needed to be 20’ high, I suspect that you could have completely walled her off with your cast. Not that I expect that’d stop a spell caster who throws 9th level spells for very long.

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

    Dang if those soul eaters don't have an Attack Hendric tactic in their description. Marta would have long since taken a dirt nap under that withering assault!


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Peter Zarr wrote:
    @GM and @Zanice Wall of force is one 10’ square per level, so unless the wall needed to be 20’ high, I suspect that you could have completely walled her off with your cast. Not that I expect that’d stop a spell caster who throws 9th level spells for very long.

    He's only level 13, so he technically only didn't place a single 10'-square for his wall of force (which I actually appreciate because I like symmetry).

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis
    GM Xavier Kahlvet wrote:
    Peter Zarr wrote:
    @GM and @Zanice Wall of force is one 10’ square per level, so unless the wall needed to be 20’ high, I suspect that you could have completely walled her off with your cast. Not that I expect that’d stop a spell caster who throws 9th level spells for very long.
    He's only level 13, so he technically only didn't place a single 10'-square for his wall of force (which I actually appreciate because I like symmetry).

    I must be thinking about this wrong, I was thinking a 10' by 10' square would allow him, at assuming 1 10' square from balony to the ceiling, to cover all 90 linear feet of the room from side to side, with 40 linear feet to finish blocking the stairs.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Peter Zarr wrote:
    GM Xavier Kahlvet wrote:
    Peter Zarr wrote:
    @GM and @Zanice Wall of force is one 10’ square per level, so unless the wall needed to be 20’ high, I suspect that you could have completely walled her off with your cast. Not that I expect that’d stop a spell caster who throws 9th level spells for very long.
    He's only level 13, so he technically only didn't place a single 10'-square for his wall of force (which I actually appreciate because I like symmetry).
    I must be thinking about this wrong, I was thinking a 10' by 10' square would allow him, at assuming 1 10' square from balony to the ceiling, to cover all 90 linear feet of the room from side to side, with 40 linear feet to finish blocking the stairs.

    You're right! I was counting 5' increments but didn't convert it to 10' increments. The only problem with that plan is that that only gets the top 10' of the balcony, and the stairs descend 20' each (making the flat platforms on the top-left and -right corners 20' above ground), so it would require a lot more spatial acrobatics to make it work, but that's assuming that wall of force is a shapeable wall like wall of stone, which it isn't (but the way the spell is worded makes the "shapeable" argument weird).

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    So if the Wall of Force does not block her off, she can just move and cast.

    I would suggest a readied action to interrupt by Jordan might be useful.

    Either an arrow to the face, or Scorching Ray, or Wall of Ice to block line of sight.

    She probably has Quickened Dispel Magic so a Wall of Ice would have to happen right when she has committed to casting her main spell. Arrow to the face might be best but I don't know what defenses she has against that.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    The wall of force was my suggestion to Zanice because I was hoping to stop her for a turn, irrespective of her divinely good reflexes against Pete.

    My 3d skills failed in counting the number of required squares to wall her off because of the descending stairs. If I had realized that I wouldn’t have suggested trading a standard action and a 5th level spell for a single move action. If Zanice at best is going to force her to move around it, would he like to ready to use an offensive spell instead?

    I am kicking myself right now for trading out Peter’s heal spell for wind walk and wall of stone for teleport.

    Another question, celestial creatures are not technically good, would magic circle of protection against good stop them?


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Peter Zarr wrote:

    The wall of force was my suggestion to Zanice because I was hoping to stop her for a turn, irrespective of her divinely good reflexes against Pete.

    My 3d skills failed in counting the number of required squares to wall her off because of the descending stairs. If I had realized that I wouldn’t have suggested trading a standard action and a 5th level spell for a single move action. If Zanice at best is going to force her to move around it, would he like to ready to use an offensive spell instead?

    I am kicking myself right now for trading out Peter’s heal spell for wind walk and wall of stone for teleport.

    Another question, celestial creatures are not technically good, would magic circle of protection against good stop them?

    Summon monster specifies that the creatures marked with an asterisk have the alignment of the caster, so while they are indeed celestial they are not technically good aligned.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    A readied Wall of Force by Zanice to block line of effect might have been better than a Wall of Force on his turn.
    Readying is often a solid option against spellcasters, even moreso if you are staggered.

    Sir Hendric was suggesting Wind Walk and will pay the price for Pete not having Heal. Fair enough.

    If we can stop her from casting and Arnaut can hinder Black with a spell or something, then Sir Hendric might make it through the round. Those are some significant "ifs".

    I do not imagine that we would have survived Hard Mode. She'd probably be Mythic with Dual Initiative or something.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

    Hard Mode Adjustment for this fight at this Subtier:
    Add one elite Red Mantis assassin and one soul eater with stats identical to Xagon and Xagish. For each PC, Saviya withdraws one slaying bolt from the vaults of the Crimson Citadel, keyed to that individual PC’s race or creature type. These bolts can be shot from a hand crossbow, but otherwise function identically to slaying arrows. She divides the bolts evenly among her assassin minions, so that each assassin carries one or two bolts. The blood channels affect the PCs more severely while leaving their foes untouched. Double the bleed damage the PCs take while the hazard is active.

    The 17-18 table had to deal with her having miracle. Oddly enough, no Hard Mode Adjustment in these scenarios add mythic stuff.

    Speaking of which, you guys wanna do Hard Mode for Part 2?! *Deviously wrings hands*

    I was mostly joking; I know for a fact that Jordan’s answer to that is a resounding “No!” and Hard Mode requires a unanimous vote.

    Dark Archive

    Male Human Arrowsong Minstrel 14 | HP: 115/115 | AC 27 (T 18, FF 21) | CMB: 12 CMD: 32 | F:11 R:22 W:12 | Init 10 | Perc: 15 SM: 9 | Speed 30 ft. | Spells used: 1st: 0 2nd: 0 3rd: 0 4th: 0 5th: 0 | Active Effects:
    Spoiler:
    ;

    Sorry for the copy paste.

    Fun fun fun. Looks like I've come down with a pretty bad cold. I will likely not post while I am sick, so I'll let you all know when I'm feeling better.

    @Players: My apologies.

    @GMs: You all have my personal contact info. Reach out there if you have a question about botting. Jordan and Azra are pretty easy to get right unless weird situations pop up.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    I like Hendric’s idea. Zanice’s wall of force could block all but the right stairway and Jordan’s wall of ice could finish the job. Over 1 foot of ice would be fairly opaque (think about frost on your windshield, and that is at best 1/8th of an inch) irl, I have no clue about the pathfinder version.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    By the way, should Sir Hendric need to make a save, he will use the 1/day power of his Lucky Horseshoe to boost the Luck bonus to +4. Net +3 increase.
    And he is adjacent to both Marta and Sentry, who have Shake it Off, and Marta has a Ring of Tactical Precision. Another +3.
    That makes his saves +28/+25/+26, with immunity to fear (Greater Heroism), and extra +2 sacred bonus against effects with the evil descriptor (Silver Crusade faction card).

    I always forget to use the increased Lucky Horseshoe bonus.

    And Sir Hendric will use Indomitable Mount (+30) on a Fort or Will save for Sentry, but not a Reflex save. Sentry is at +18/+19/+12 with Good Hope +2, Prot Evil +2, and Shake it Off +3. Extra +2 vs enchantment (+4 morale, overlaps the +2 from Good Hope). Only the Reflex save should be needed, but in case there are two saves needed in a round, I put them all up here.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    Its fine to have Jordan take a defensive action. I was hoping to delay the cleric for a round since she has proven to be our most dangerous foe, 9th level spells are no joke!

    The wall of force is probably bigger than indicated, because as we said earlier we were taking it as 5' squares rather than 10' squares, so it is only essentially one staircase that'd need the wall of ice if we went that route. The GM has previously run for Arnaut and Jordan, so I'll let people who know better than I make decisions about the best course of action.

    We do have a telepathic “ally” who can allow us to coordinate, but then again, he’d probably rather all of our blood (everyone here) ran into the channels.

    You are correct that I have breath of life, but even just going unconscious is something best avoided. I assume Hendric has the skills to stay in the saddle, but he’d drop his lance at best. That said, aoe spells are incoming and two direct attacks from the bad cloud. He may take more damage than BoL can reverse. And that also presumes the desecrated area doesn’t have wards against such healing magics.

    Liberty's Edge

    CG Male Human Bard 14 | HP 91/101 | AC 24 T 15 FF 21 | CMB +9, CMD 24 | F: +13, R: +19, W: +17 | Init: +7 | Perc: +27, SM: +43 | Speed 30ft | Perform: 34/39 | Spells: 1st 7/8, 2nd 6/7, 3rd 4/6, 4th 3/6 5th 4/4 | Active conditions: echolocation, good hope

    Has Peter mentioned what he's learned about the desecrate effect here? Arnaut could use that runestone to reposition everyone, but he's run into problems with it before and would love verification from those who enjoy studying such things that it should work without a hitch now.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    Sir Hendric has only a regular saddle, not a military saddle, so 50% chance to stay mounted when he goes unconscious. A purchase I keep forgetting to make (just bought 'riding kit' when starting out).

    He did in fact 5' step southeast, not directly south. Marta moved into one of the spots he vacated. Given how the enemies were flanking him, there was nowhere he could 5' step to threaten both with the lance.

    It will be a spell or two from the enemy caster, and then Arnaut, and then the Soul Eater. If Sir Hendric is down after the caster goes, it is probably not useful for Arnuat to use First Aid Gloves on him, since the Soul Eater's hasted full-attack would just drop him again. But maybe a Pete BoL would be needed.

    If Sir Hendric is still up after the caster goes (unlikely but possible), then a spell to neutralize the Soul Eater would be really helpful. Terrible Remorse, for example. Staggered even on a successful save.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward
    GM Xavier Kahlvet wrote:
    Hendric: Is that +22 Fort bonus including the bonus from greater heroism? Also, you are aware that that spell gives temporary hit points when you cast it, right?

    I believe I answered this in Gameplay, but, no, I had forgotten about temp HP from Greater Heroism (I was thinking that Heroes' Feast was the high-level buff that gave them, didn't realize both spells did).

    So Sir Hendric had 11 more temp HP to start the battle, long since gone by now, which do mean that he has 11 less damage on him.

    Liberty's Edge

    CG Male Human Bard 14 | HP 91/101 | AC 24 T 15 FF 21 | CMB +9, CMD 24 | F: +13, R: +19, W: +17 | Init: +7 | Perc: +27, SM: +43 | Speed 30ft | Perform: 34/39 | Spells: 1st 7/8, 2nd 6/7, 3rd 4/6, 4th 3/6 5th 4/4 | Active conditions: echolocation, good hope

    @Hendric - to answer your question, terrible remorse does not quite function the way one would hope it would. As there is no clause describing what kind of action it is to harm one’s self from this spell, so this GM has ruled (with support from the FAQs) that it is a free action. This means that saving against the spell is arguably worse than failing the save, which is... not what I was hoping when I learned the spell. Hopefully cacophonous call is enough.

    Also, remember that you have fresh temp hp!

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/123| HP: 89/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 18/17/22 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, and more (see buff tracking sheet)

    So, Is black in range of Marta's fists, or if not that, then her spear? I assume she will have to use her spear, which means reactivating her bane on a different weapon :( Provided, of course, Marta gets around to going before Hendric.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis
    GM Xavier Kahlvet wrote:
    I see you’ve discovered how difficult it is to trap someone with wall of ice, Peter.

    Indeed, I was writing a post and realized I'd added two conditionals, both of which were likely to fail, so I simply took a different turn.

    I made the knowledge religion check on the high priest, but it said she was an elf. Did I identify her as undead?


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Peter Zarr wrote:
    GM Xavier Kahlvet wrote:
    I see you’ve discovered how difficult it is to trap someone with wall of ice, Peter.

    Indeed, I was writing a post and realized I'd added two conditionals, both of which were likely to fail, so I simply took a different turn.

    I made the knowledge religion check on the high priest, but it said she was an elf. Did I identify her as undead?

    That you did not. I would’ve allowed a retcon had you known something like that.

    Dark Archive

    Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
    Spells:
    5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

    Why is Zanice on the ground? He has ample fly skill to be able to prostrate himself mid-air. Did I neglect to say that he was flying 5ft off the ground? That's what I thought, but is entirely possible that I never mentioned it.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis
    GM Xavier Kahlvet wrote:
    Peter Zarr wrote:
    GM Xavier Kahlvet wrote:
    I see you’ve discovered how difficult it is to trap someone with wall of ice, Peter.

    Indeed, I was writing a post and realized I'd added two conditionals, both of which were likely to fail, so I simply took a different turn.

    I made the knowledge religion check on the high priest, but it said she was an elf. Did I identify her as undead?

    That you did not. I would’ve allowed a retcon had you known something like that.

    If when the first one moved up and attacked she was healed, could the others have been redirected at that point?


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Zanice wrote:
    Why is Zanice on the ground? He has ample fly skill to be able to prostrate himself mid-air. Did I neglect to say that he was flying 5ft off the ground? That's what I thought, but is entirely possible that I never mentioned it.

    The spell specifies that you must land to prostrate if you are flying.

    Oops! My bad. Didn't read the "incapable of hovering" part of the spell.

    Peter Zarr wrote:
    GM Xavier Kahlvet wrote:
    Peter Zarr wrote:
    GM Xavier Kahlvet wrote:
    I see you’ve discovered how difficult it is to trap someone with wall of ice, Peter.

    Indeed, I was writing a post and realized I'd added two conditionals, both of which were likely to fail, so I simply took a different turn.

    I made the knowledge religion check on the high priest, but it said she was an elf. Did I identify her as undead?

    That you did not. I would’ve allowed a retcon had you known something like that.
    If when the first one moved up and attacked she was healed, could the others have been redirected at that point?

    I don't see why not.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Peter Zarr wrote:

    The remaining animate dreams flyby and cast fear at assassins in green and blue, before ending each of their turns adjacent to their victims.

    3 DC 19 fears from Cyan Animate Dream, Red Animate Dream, and Yellow Animate Dream using flyby attack to cast their spell out of range and then close. After the first one they should be shaken, which given them a minus two on the next two. If they're not shaken after the first fear cone, then just use the two attacks (already rolled above, probably lines 3 and 4 since those would belong to the 3rd and 4th animate dreams, one on each).

    And how do you plan on not hitting any PCs in the 30' cone-shaped burst?

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis
    GM Xavier Kahlvet wrote:
    Peter Zarr wrote:

    The remaining animate dreams flyby and cast fear at assassins in green and blue, before ending each of their turns adjacent to their victims.

    3 DC 19 fears from Cyan Animate Dream, Red Animate Dream, and Yellow Animate Dream using flyby attack to cast their spell out of range and then close. After the first one they should be shaken, which given them a minus two on the next two. If they're not shaken after the first fear cone, then just use the two attacks (already rolled above, probably lines 3 and 4 since those would belong to the 3rd and 4th animate dreams, one on each).

    And how do you plan on not hitting any PCs in the 30' cone-shaped burst?

    I think the only way that avoids Hendric would be to cast from the square above Zanice(10') in a diagonal, since it wouldn't hit Marta (only down 5' at that point, and I suppose it could be angled more upward). We've already established they don't have combat reflexes (or declined to take the additional AoO), so assuming that isn't a problem. I've drawn the cone in. Note Arnaut would be protected by the resilent sphere. If my 3d geometry skills are failing please feel free to just have them take their normal attacks instead.

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