OK, this round you have control of the Abyss. These are the potential effects you can achieve. Valrar, let me know what you want to do, feel free to be creative.
Quake: Each creature standing in a 20-foot radius must attempt a DC 20 Reflex save or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 avoids). The fissures are 40 feet deep. At the end of the round, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (Pathfinder RPG Core Rulebook 429). In Subtier 14–15, increase the DC of the Reflex save by 2.
Meteor Strike: Two meteors strike the battlefield, as per the
spell meteor swarm.
Acid Bubble: An Abyssal bubble bursts, spraying acid on all
creatures within a 20-foot radius. This deals 10d6 points of acid damage (Reflex DC 21 half ). In Subtier 14–15, the damage increases to 13d6, and the saving throw DC increases to 23.
Abyssal Minions: The dirt of the Abyss squirms with life, as
a 20-foot-radius spread of grasping claws springs from the ground. This functions like a black tentacles spell (CL 15th, or CL 17th in Subtier 14–15).
Other: The PCs could potentially create other effects, such as altering terrain features or even creating crude structures from thin air. Allow them some leeway in how they decide to shape the Abyss, especially if it creates fun or cinematic effects.
So you drank the blood of a Demon Lord:
Abyssal Attunement: You no longer take penalties on Intelligence, Wisdom, and Charisma based skill checks based on the difference between the Abyss’s alignment and your own. Additionally, you are particularly adept at manipulating the raw substance of the Abyss, an ability that will have mechanical benefits in your encounter with Koth’Vaul.
Initiative: You gain a +2 bonus on initiative checks.
Epic Strikes: Your attacks with natural and manufactured weapons bypass DR/epic.
Mythic Power: You gain two uses of mythic power per day. You can use this power in the following ways.
• Surge: After you fail any check that uses a d20 roll, as an immediate action you can expend one use of mythic power to roll 1d6 and retroactively add the result to the check.
• Extra Action: Up to once per round as a free action on your turn, you can expend one use of mythic power to take an additional standard action. This action cannot be used to cast a spell.
We will begin once we have confirmed players. Once you have a spot confirmed please make sure you provide your character infomation on the google spreadsheet. Your character profile also needs to be complete and up to date.
Hello all. We have now started but I dont expect too much to happen over the holiday period. Feel free to ask any questions of the VC. One thing that I want to try and keep track of is the use of buffs. You have one day to prepare before you will be teleported to the worldwound.
If you do apply any buffs please put them on the spreadsheet linked below. Please also make sure that your tagline is kept up to date with your modified stats.
I prefer not to bot players unless there are clear botting instuctions on your profile. In general I will give people 24 hours to post. If you havent posted and there isnt a botting instruction I will put you on delay.
For rolls I will roll initiative. I also generally roll saves in order to save time however I will often pause resolving them to give people a chance to use rerolls or similar effecrs.
I may allso roll reactive stuff like knowledge checks or spellccraft to keep things moving so please make sure your profile is up to date.
Please also fill out your initiative and perception modifiers on the slides. I know we have multiple improved familiars and an animal companion. For familiars if they are just providing their passive beenfit then I ignore them. If they are active in combat then they may get caught up in things. Regardless, familiars and companions need their own initiative if they are going to be doing stuff. For animal companions I tend to assume they delay until their masters turn if they beat your initiative unless you have them set to something like defend.
Anyone else think we need to pick up a couple scrolls of Talisman of Reprieve? That’s going to be a tough penalty in there, especially as many casters as we have.
I think Alie is going to pick up two, for 2250 gold.
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
Valrar will grab two more, plus another pair of First Aid Gloves and a Blue Scarf Swordmaster's Flair.
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
Oh yeah. Let's stick with the First Aid Gloves; we're going to the Abyss.
You will find in the campaign header values for everyones saves, initiative, spelcraft and perception. Please check that they are correct. A couple of things cropped up while looking at these, please check the following:
1. Valrar, the ambassadors SR is listed as 25, familiars get SR of their masters level +5. Should it be 20 or am I missing something?
2. Vladek, I cannot get you Perception or Spellcraft numbers to add up. Can you let me know what they are made up of please.
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
Huh, it should be 20. Not sure what got that mixed up. The paracletus starts out with SR 7 but that shouldn't stack and wouldn't add up if it did.
male Wizard 9/Lore 5 | HP 87| AC 15/19; Touch 14; FF 14 | F +12; R +9; W +14 | CMB+6; CMD 21 | Speed 20 ft | Init +1 | Perc +2 | Stealth: +1 Wizard 9/Lore 5
I'll get a scroll of talisman of reprieve as well.
DANG! Now that is an excellent buy for this adventure! Too bad it can't be reused. Didn't even know that spell existed.
Same here. I’d overlooked that on my quick reading of the book. Now I need to go back and read it further to see what else I might have missed at first glance.
I haven’t done a lot of planar adventuring so this is a bit of a blind spot for me.
With the planar penalties added in, my saves are the numbers after the parenthesis. When I cast the Talisman spell, my saves will be the number in the parenthesis.
Dang, that means the Glabrezu is immune to shocking grasp, mirror image, invisibility, stinking cloud, and displacement, right? And resistant to fire too. Blah. That's about 75% of his current spell selections.
I will need to overhaul my spell choices for this one! How about negative energy (i.e. vampiric touch)? Will that work on the big meanies?
Well, Bauble is going to purchase Ablative Barrier and, if Rogar will allow it, copy Communal Resist Energy.
There is also a spell to lower the energy resistance of a planar being from that Planar book; unfortunately, I do not own that book so it would do me no good. Still, it might be nice to make these things more vulnerable to fire.
Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3
Ok so I have been driving cross country the past two days and just catching up.
Do we have an option for group planar spell or is that talisman spell a personal only (I don’t have the book). If we stay close it seems it could help us all. But in combat we may go beyond the range.
I swapped a couple spells but the big meanie is immune or resistant to just about all on the Druid list. If anyone has recommendations let me know.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
GMAndrewW wrote:
2. Vladek, I cannot get you Perception or Spellcraft numbers to add up. Can you let me know what they are made up of please.
Perception:
2 Keen Senses
-
1 Wisdom
+
13 ranks
+
3 class skill
+
3 class skill with 10+ ranks
+
2 Alertness
+
2 Alertness with 10+ ranks
=
24
Spellcraft:
13 ranks
+
3 class skill
+
3 class skill with 10+ ranks
+
9 Intelligence
+
5 Armillary Amulet
Where did it come from, you ask?:
(a unique treasure from "From Shore To Sea")
=
33 (I guess I forgot to raise it that final point after upgrading my Headband to +6)
How does that +3 class skill with 10+ ranks work? Is that a normal thing? Does everyone double their class bonus once they get to rank 10 or is that a special ability? I've never heard of it.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
It's in the Core Rulebook and always has been - and yes, Virginia, it's universal. :)
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
No, I was not thinking of Skill Focus, I could have sworn I read that 10+ skill ranks did the same thing with any class skill. If only I could find my Core Rulebook right now....
ALSO: You may notice that the "Buff sheet" has me placing some interesting blessings on everyone - that will all happen once the 'postmortem' is over.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
Alie Saechel wrote:
Good roll, GM. 4 is objectively the best number there is.
For a Japanese Necromancer, maybe....
Actually, I was only going to do it for the primary 6.
Using GMAndrewW's first 6 rolls and going in alphabetical order, that would be:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
I figured we hadn't actually gotten there in-game, but let's say I start with that of Summer.
As said elsewhere, sorry for the slowdown, everyone, I've been hitting the skids; we have two more questions, feel free to devise and ask them yourselves.
I don’t have all my splat books on the road with me in Florida
greater black tentacles so I am fine switching back to core 6th spell until I get home next week.
Just picking up on this. Greater Black Tentacles actual name is Jatembe's Ire as the PFSRD cannot use copyrighted names. Unfortunately it is not PFS legal.
Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3
Ok no worries- I didn’t have my books to check vs PFS sRD, so already planned to swap it out. Sheet updated so Should be good to go. Driving home starting tomorrow, should be home by Saturday
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
Fendahl Silvermane wrote:
Vlad please check buff sheet. I highlighted in yellow as a spell you probably cast and i just noticed Fendahl s name which should have been elsewhere
Forgive me, I do not see anything highlighted yellow.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
I've taken the liberty of giving everyone a bit of color-coding, hope you like it.
Does the mind numbing effects of the abyss affect the DC of spells? It's not an intelligence (in Bauble's case) check, but it makes sense that it would affect it.
Is the worm that walks immune to touch spells since the spell has a target of the creature touched which is one creature? Then again it is delivered via an attack roll so if that were the case perhaps it is immune to weapon damage too? Not sure how it fits in it's immunity list.
The abyss effect only applies to checks, it does not apply to spell DC's.
The Worm that Walks immunity would I believe apply to touch spells, even if they are delivered by means of a weapon attack. It is not immune to weapon damage unless it discorporates into an actual swarm but it does have substantial DR/-.