GM Zer0darkfire's Witchwar Legacy (Inactive)

Game Master asdffghjkl01


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Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint notes this discrepancy between the number of links on the chains but he is unaware of how it is significant. Flint leads the party North (up) past area 12. He checks the door for traps (Take 10 of 47) and assuming it is unlocked and not trapped he activates his wands of Heightened Awareness and Gravity Bow and then opens the door.

Dark Archive

|Absalom Initiation Slides

A natural fissure has formed in the ice of the waterfall where it meets the stone of the cliff face, climbing to a height of one hundred sixty feet. The rock face itself is broken by a series of shallow, natural terraces covered by only a few feet of ice. The ice is transparent enough to see the blackened corpses of hundreds of human warriors manacled to the cliff face. Many of the manacles hang empty or hold only the dismembered remnants of limbs. In some places, the ice has actually been chipped away to expose the rock wall, and the exposed manacles hang empty—their previous occupants conspicuously absent.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint examines the bodies looking for items of interest. He magically pats the bodies down with the Sift spell (Perception 42 with no range penalties) through the translucent ice. He tries Detect Magic as well but understands that the ice might block the magic.

He wonders how the people were killed due to their blackened condition (Heal check of 27).

Sift should work as he can see the area. So he should be able to feel and see the area for items of interest. I really love this spell as you can feel what it in people's pockets as long as you can see the area. It also allows for you to quickly examine a large area very quickly. Leave no treasure behind.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

Can I take 10 for a 42 on what type of undead someone who froze to death would turn into?

Dark Archive

|Absalom Initiation Slides

Nothing magical other than the ice itself with transmutation as before. No items of interest.

@Aurelia, hoar spirits.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint leads the party back into the throne room and checks the door to the East for traps (Perception check of 47). Assuming all is clear he activates his wand of Gravity Bow again. Flint sheathes his wand, reclaims his bow in one hand and then opens the door to this chamber.

Dark Archive

|Absalom Initiation Slides

The corridor opens into a wide chamber outfitted as a dining room, with three round, wooden tables, shiny with frost, and several chairs. The walls hold bookcases, and a number of woven carpets—stiff with age and cold—cover the floor. Five doors line the far wall. The five rooms are each simply furnished with a bed, desk, chair, and small personal items but otherwise hold nothing of interest.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

A library! Anything worth looking at here?

Casting Detect Magic and taking 10 on Perception for 32 to examine the bookcases for any books still in good shape or potentially magical.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint helps to speed up the search for any valuables or hidden items by casting Sift and magically examining the book cases one large lot at at a time. He will then focus on examining the rest of the room.

"Let me help Aurelia. I know my way around a library."

Sift will allow for the examination of fine details (sight and touch) within a 10' cube as a standard action. Perception 42 in regards to this spell. This spell seems pointless at first glance but is really useful at finding treasure quickly.

Liberty's Edge

Female NG Halfling (Varisian) Cleric 15, Ranger 2 | HP 142/142 | AC 30 T 17 FF 26 | CMB +12, CMD 28 | F: +21, R: +17, W: +22 | Init: +6 | Perc: +18 (+2 to avoid being surprised), SM: +17 | Speed 30ft | Bit of luck: 11/11, Channels 6/9, Dimensional hop 30/30 five-foot increments |

Messa shows Aurelia a wand of Kreighton's Perusal. If we find anything worth looking at more closely, Master Kreighton Shane developed the handiest spell--it lets you read a book just by touching it.

If there are any interesting books, Messa will pass the wand around to anyone who can use or UMD it.

Dark Archive

|Absalom Initiation Slides

Initiatives:

Aurelia Crimson: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Flint Firetoe: 1d20 + 28 + 2 ⇒ (18) + 28 + 2 = 48
Gaius Plinius Secundus: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
The Great Rinaldo: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
Messa Flutterfoot: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Tuwo: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
ghosts: 5d20 + 65 ⇒ (15, 13, 20, 17, 17) + 65 = 147
something else: 1d20 + 7 ⇒ (10) + 7 = 17

Combat starts, Aurelia and Flint are first, but there is no apparent enemy. Delaying you two until after one of the enemies go since you aren't really aware you're in combat.

A dark shape with burning eyes steps through the wall and attacks Rinaldo.
touch attack: 1d20 + 20 ⇒ (10) + 20 = 30
negative damage: 3d6 ⇒ (2, 2, 1) = 5 +fort save

knowledge religion, DC 15:

Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives. All wraiths are incorporeal.

knowledge religion, DC 23:

These are dread wraiths. Dread wraiths are wraiths that existed long enough and fed on enough life force to undergo an unholy transformation, increasing in size and strength.
All wraiths are incorporeal.
All wraiths have Sunlight Powerlessness (Ex): If the creature is in sunlight (but not in an area of daylight or similar spells), it cannot attack and is staggered.

Initiative Order, Bold May Go!
Map Slide
Red Ghost
Flint
Aurelia

4 Ghosts
Rinaldo, -5hp +fort save
Tuwo
Gaius
Messa
Something Else

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

Aurelia has a +32 Kn(Religion), so not going to roll it.
Dread Wraiths - incorporeal undead, sunlight powerlessness, but the Daylight spell doesn't work. They'll be coming through the walls I expect.

Aurelia starts casting Summon Monster 6 for 1d3 + 1 ⇒ (3) + 1 = 4 Bralani Azata.

Dark Archive

Female CN Nightmare Dragon Familiar 16 | HP 83/80 | AC 28 T 18 FF 26 | CMB +6, CMD 22 | F: +8, R: +7, W: +11 | SR: 21 | Init: +6 | Perc: +20, SM: +1| Speed 60ft, fly 100 (Average) | Active Spells: Mass Fly, False Life, Endure Elements, Mage Armor | Active Conditions: None

Daosvaria reaches into her bandolier for her CL5 Wand of Magic Missile and fires one off at the creature.

Magic Missile: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint's training in Irori's temple has prepared him to recognize this challenge.

K-Religion,Heroism: 1d20 + 24 + 2 ⇒ (8) + 24 + 2 = 34

Please tell us about their special attacks or anything else that you find interesting.

He clicks his boots for added speed and steps to the center of the party. He calls out the wraith calling for the destruction of all undead creatures. He reaches carefully for his ghost salt arrows and begins firing on this creature being careful to ration his use.

Flint only has 10 ghost salt arrows. So please tell me how many I have to use to kill this creature.

Attack 1,Haste,Good Hope,Bane: 1d20 + 30 ⇒ (15) + 30 = 45
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (6, 6) + 20 + 2 + (5, 6) + 2 = 47

Attack 2,Haste,Good Hope,Bane: 1d20 + 30 ⇒ (12) + 30 = 42
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (2, 1) + 20 + 2 + (2, 5) + 2 = 34

Attack 3,Haste,Good Hope,Bane: 1d20 + 30 ⇒ (20) + 30 = 50
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (6, 5) + 20 + 2 + (4, 6) + 2 = 45

Confirm Crit Attack 3 -
Attack 3,Haste,Good Hope,Bane: 1d20 + 30 ⇒ (15) + 30 = 45

Additional Crit Damage Attack 3 (x2) -
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 4d6 + 40 + 4 + 2d6 + 2 ⇒ (5, 5, 3, 4) + 40 + 4 + (4, 5) + 2 = 72

Edit - Proper damage for the addtional critical damage should be 65. Bane dice are not multiplied but enhancement bonus vs undead is.

Attack 4,Haste,Good Hope,Bane: 1d20 + 25 ⇒ (4) + 25 = 29
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (1, 6) + 20 + 2 + (3, 3) + 2 = 37

Attack 5,Haste,Good Hope,Bane: 1d20 + 25 ⇒ (14) + 25 = 39
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (2, 3) + 20 + 2 + (6, 5) + 2 = 40

Attack 6,Haste,Good Hope,Bane: 1d20 + 20 ⇒ (3) + 20 = 23
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (3, 3) + 20 + 2 + (1, 3) + 2 = 34

Flint's touch AC vs Incorporeal Attacks is now 40.

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

"Desna weeps! That hurt!"

Fort: 1d20 + 15 ⇒ (1) + 15 = 16
Gah. This feels like a good opportunity for a reroll. 5-Star GM.
Fort: 1d20 + 15 + 5 ⇒ (10) + 15 + 5 = 30
That's better. :-)

If anyone's weapon isn't Ghost Touch and it would help for it to be, I can use my Bladethirst performance to add it (along with other bonuses). Otherwise on my turn I will Inspire Courage. Let me know if someone needs the Ghost Touch. It would affect one melee weapon or 50 pieces of ammunition.

BLADETHIRST:

Bladethirst - The targeted weapon (or 50 pieces of ammuniction) gains up to +3 worth of additional enhancement bonus or special abilities from the following list:
Defending (+1) Transfer weapon's enhancement bonus into AC
Distance (+1) Double range increment
Ghost Touch (+1) Affect incorporeal
Keen (+1) Double threat range
Shock (+1) +1d6 electrical damage
Shocking Burst (+2) +1d6 electrical damage, additional +1d10 per on critical (more for larger crit bonus)
Seeking (+1, Ranged only) Ignore miss chances
Speed (+3) Extra attack during full-attack
Wounding (+2, melee only) Each hit deals 1 bleed damage that stacks with itself

Dark Archive

|Absalom Initiation Slides

Combat reflexes and 28 dexterity, but you have point-blank master so none of those AoOs.

Flint destroys the first dread wraith with his first [/b]3[/b] arrows, one of them hitting whatever passes as a vital organ in such a creature.

Flint recalls that dread wraiths have the ability to create spawn when they kill a creature.

Shortly after, two more wraiths enter the room through the walls.

touch, rinaldo: 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35
touch rinaldo: 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34
damage: 6d6 ⇒ (5, 3, 2, 5, 3, 2) = 20 and two fort saves

Initiative Order, Bold May Go!
Map Slide
Flint
Aurelia
4 Ghosts (grey and blue haven't yet emerged due to lack of space)
Rinaldo, -25hp, two fort saves
Tuwo
Gaius
Messa

Something Else

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

Assuming Rinaldo has done the +3 Inspire option.

Tuwo contemplates buying some boots of speed some day as he shoots the wraiths.

Combat spam vs yellow then orange:

Using cold iron ghost touch arrows.

attack #1 including Inspire and point blank: 1d20 + 32 + 4 ⇒ (18) + 32 + 4 = 54
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (2) + 21 + 4 = 27
holy: 2d6 ⇒ (3, 6) = 9

attack #2 including Inspire and point blank: 1d20 + 32 + 4 ⇒ (1) + 32 + 4 = 37
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (8) + 21 + 4 = 33
holy: 2d6 ⇒ (6, 3) = 9

attack #3 including Inspire and point blank: 1d20 + 27 + 4 ⇒ (3) + 27 + 4 = 34
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (5) + 21 + 4 = 30
holy: 2d6 ⇒ (4, 1) = 5

attack #4 including Inspire and point blank: 1d20 + 27 + 4 ⇒ (7) + 27 + 4 = 38
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (1) + 21 + 4 = 26
holy: 2d6 ⇒ (4, 2) = 6

Using Perfect strike for this shot.

attack #5 including Inspire and point blank: 3d20 + 22 + 4 ⇒ (15, 3, 7) + 22 + 4 = 51 37 to hit.
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (4) + 21 + 4 = 29
holy: 2d6 ⇒ (4, 5) = 9

ki strike including Inspire and point blank: 1d20 + 32 + 4 ⇒ (11) + 32 + 4 = 47
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (8) + 21 + 4 = 33
holy: 2d6 ⇒ (5, 6) = 11

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

@Tuwo - Good Hope is still up. So an additional 10 points of damage from your five attacks that hit. It might make the difference.

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

Yikes! I feel a little put upon here!
Fort #1: 1d20 + 15 ⇒ (20) + 15 = 35
Fort #2: 1d20 + 15 ⇒ (6) + 15 = 21
Let me know what happens, if anything, before I decide my action.

Liberty's Edge

Female NG Halfling (Varisian) Cleric 15, Ranger 2 | HP 142/142 | AC 30 T 17 FF 26 | CMB +12, CMD 28 | F: +21, R: +17, W: +22 | Init: +6 | Perc: +18 (+2 to avoid being surprised), SM: +17 | Speed 30ft | Bit of luck: 11/11, Channels 6/9, Dimensional hop 30/30 five-foot increments |

Well, cousin, you always did like to be the center of attention...

Dodging the spirits, Messa chants a quick spell to bolster Rinaldo.
Casting defensively (+28 vs. DC 23), Messa casts Death Ward on Rinaldo, then draws her wand of Sanctify Corpse, just in case.

Dark Archive

|Absalom Initiation Slides

They really are only attacking you just because of how the tokens ended up. They can flank you and fit into the room next to you. They are smart enough to flank, and possibly even focus fire to create spawn and didn't have any reason to attack anyone else yet.

Rinaldo takes con DRAIN: 1d8 ⇒ 2
Need Rinaldo's turn as it affects Tuwo's turn. I'll try and get another post in after that happens.

Sovereign Court

Male Samsaran (Dual-Cursed) Lunar Oracle 17 (AC 28/20/18; HP 139/139; Fort +13, Ref +23, Will +14; Init +13; CMD 17; Perception +26)

Gaius defensively casts Death Ward upon himself.

Since my cat can't physically fit in the room, I guess that I won't use him?

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

Rinaldo feels a bit of his energy sapped away, then smiles as Messa's magic takes hold.

"Come on ghosties, is that all you've got? I eat scarier things than you for breakfast with the younglings!"

He drops his lance to the ground and draws the holy longsword he borrowed from the fallen soldier outside.

Swift action to Inspire Courage, Free Action to drop the lance, Move action to draw the sword, and standard to attack orange. Colwyn attacks Yellow to Aid Another to Rinaldo's AC.

Good Hope, Inspire Courage, Holy weapon
Rinaldo Attack: 1d20 + 27 ⇒ (8) + 27 = 35 damage: 1d6 + 9 ⇒ (1) + 9 = 10 Holy: 2d6 ⇒ (2, 2) = 4 Sonic: 1d6 ⇒ 1

Good Hope, Inspire Courage
Colwyn Aid Another: 1d20 + 18 ⇒ (17) + 18 = 35 +2 to Rinaldo's AC

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

Forgot to add --

After the CON drain, Rinaldo's stats are currently (including other buffs):
Max HP: 113 (no hp damage currently)
Fort Save: +14

Combat effects active
Inspire Courage - All allies who perceive my performance gain +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls.
Discordant Voice - If you are within 30' of me and affected by my current performance, do an additional 1d6 sonic damage on each attack. If using a ranged attack, the target must also be within 30' of me.

Long term effects active:

Rinaldo:
>> Heroism [260 minutes from teleport] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
>> Freedom of Movement [260 minutes from teleport] {Rinaldo}
>> See Invisibility [260 minutes from teleport] {Rinaldo}
Colwyn:
>> Freedom of Movement [260 minutes from teleport]{Rinaldo}
Tuwo:
>> Heroism [260 minutes from teleport] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
Gaius:
>> Heroism [260 minutes from talking to giants] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}

Everyone:
>> Mass Fly [160 minutes from teleport] {Aurelia}
>> Feather Step, Mass [260 minutes from teleport] ignore the adverse movement effects of difficult terrain, and can take 5-foot steps in difficult terrain {Rinaldo}
>> Good Hope [13 minutes from Linnorm] +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls (supercedes Heroism, does not stack) {Rinaldo}

Dark Archive

|Absalom Initiation Slides

Rinaldo inspires his party to greater action as he becomes drained.

It takes all of Tuwo's attacks, but he destroys another one of the Dread Wraiths!

Gaius' cat can't fit into the room, but Gaius casts Death Ward on himself for now.

Messa then gives Rinaldo Death Ward to further protect him from draining.

active (move action) perception, DC 50!:

Just for a moment, you see a strange face poking through the ceiling

Suddenly, everything in the room becomes dead silent. The smart ones in the room (most of you) realize that this is magical silence, similar to a silence spell.

BE SILENT!
Initiative Order, Bold May Go!
Map Slide
Flint
Aurelia

3 Ghosts (grey and blue haven't yet emerged due to lack of space)
Rinaldo, -2 CON
Tuwo
Gaius
Messa
Something Else

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

Tuwo circles his own face then points to the ceiling.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

Aurelia is obviously cursing a blue streak as her spell fizzles with the silence. She uses her Shift ability to move herself and Daosvaria into the adjacent room, her move to shift further out if necessary to be out of the range of the silence, then spends her standard to cast Haste, targeting the party other than herself and Daosvaria. Assuming the silence doesn't extend through the entire next room. Her shift will put her 40' over, her close range for Haste is 65ft. She will stay as close as she can without being inside the silence and will also be floating just above the floor so she can see through the doorway.

Dark Archive

Female CN Nightmare Dragon Familiar 16 | HP 83/80 | AC 28 T 18 FF 26 | CMB +6, CMD 22 | F: +8, R: +7, W: +11 | SR: 21 | Init: +6 | Perc: +20, SM: +1| Speed 60ft, fly 100 (Average) | Active Spells: Mass Fly, False Life, Endure Elements, Mage Armor | Active Conditions: None

Once Aurelia moves them to the next room, Daosvaria fires off her wand of Magic Missile at the orange wraith the only one she can see currently for Magic Missile: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10 points of damage.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint has See Invisibility active as do several other characters in case it might become relevant.

He appreciates the effects of Aurelia's spell and nods in her direction (in case the Haste spell cannot be cast or fizzles he will continue to use his Boots of Speed). He takes aim at the wraith (orange) in the room the bane effect on his bow still active. He again pulls from his limited supply of Ghost Salt coated arrows. He then steps (5' Step) to be dramatically back to back with Tuwo.

Attack 1, Haste,Good Hope,Bane: 1d20 + 30 ⇒ (14) + 30 = 44
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (5, 2) + 20 + 2 + (3, 4) + 2 = 38

Attack 2, Haste,Good Hope,Bane: 1d20 + 30 ⇒ (10) + 30 = 40
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (4, 3) + 20 + 2 + (6, 1) + 2 = 38

Attack 3, Haste,Good Hope,Bane: 1d20 + 30 ⇒ (5) + 30 = 35
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (1, 5) + 20 + 2 + (1, 6) + 2 = 37

Use of Perfect Strike - Not a Critical To Hit 39
Attack 4, Haste,Good Hope,Bane,Perfect Strike: 2d20 + 25 ⇒ (14, 3) + 25 = 42
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (3, 1) + 20 + 2 + (6, 5) + 2 = 39

This should be Attack 5 not 4 but the roll is still good.
Attack 4, Haste,Good Hope,Bane: 1d20 + 25 ⇒ (16) + 25 = 41
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (4, 6) + 20 + 2 + (3, 6) + 2 = 43

Attack 6, Haste,Good Hope,Bane: 1d20 + 20 ⇒ (12) + 20 = 32
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (1, 6) + 20 + 2 + (5, 2) + 2 = 38

Dark Archive

|Absalom Initiation Slides
Tuwo wrote:
Tuwo circles his own face then points to the ceiling.

That is going to take a move action on your turn to "make" the perception check.

See invis isn't currently revealing anything, but I'll keep it in mind.

Aurelia shifts out of the silence and hastes the party while her little dragon fires missiles at a ghost.

Flint fires 6 arrows at the orange wraith to destroy it! (it takes all six, these things have a ton of HP)

Grey and blue emerge from the walls. Grey attacks Rinaldo touch: 1d20 + 20 ⇒ (13) + 20 = 33 but doesn't cause any harm. Blue notices the protection and tries to attack Messa instead.

touch messa: 1d20 + 20 ⇒ (17) + 20 = 37
damage: 3d6 ⇒ (3, 4, 1) = 8 plus a fort save

BE SILENT! BE HASTED!
Initiative Order, Bold May Go!

Map Slide
Flint
Aurelia
2 Ghosts (grey and blue haven't yet emerged due to lack of space)
Rinaldo, -2 CON
Tuwo
Gaius
Messa
, -8hp
Something Else

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

GM, I was looking up something else, and realized that before this adventure, I bought Rinaldo's armor the Ghost Touch enhancement. His AC vs these guys should be 30 (everything except his shield counts). They still hit, but I wanted to point that out for future reference.
-------------------------

As the room suddenly becomes silent, Rinaldo rises in the saddle and begins a pantomime. He points at Flint, then mimes firing an arrow, then mimes the arrow exploding.
Swift action to begin Bladethirst as a visual performance, applying Ghost Touch and Shocking Burst to Flint's quiver of arrows.

He then turns to assist his cousin. Standard action to Aid Another, Colwyn does the same.
Rinaldo: 1d20 + 21 ⇒ (11) + 21 = 32
Colwyn: 1d20 + 15 ⇒ (16) + 15 = 31
Messa gets +16 AC:
* Base +3 instead of +2 for Cavalier order
* +4 from Benevolent Armor
* +3 from Gloves of Arcane Striking
* +4 from Guarding Buckler
* +2 from Colwyn

Combat effects active
Bladethirst (Ghost Touch, Shocking Burst) on Flint's arrows

Long term effects active:

Rinaldo:
>> Heroism [260 minutes from teleport] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
>> Freedom of Movement [260 minutes from teleport] {Rinaldo}
>> See Invisibility [260 minutes from teleport] {Rinaldo}
Colwyn:
>> Freedom of Movement [260 minutes from teleport]{Rinaldo}
Tuwo:
>> Heroism [260 minutes from teleport] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
Gaius:
>> Heroism [260 minutes from talking to giants] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}

Everyone:
>> Mass Fly [160 minutes from teleport] {Aurelia}
>> Feather Step, Mass [260 minutes from teleport] ignore the adverse movement effects of difficult terrain, and can take 5-foot steps in difficult terrain {Rinaldo}
>> Good Hope [13 minutes from Linnorm] +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls (supercedes Heroism, does not stack) {Rinaldo}

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

Not sure how Tuwo spending a move action to search the room spots a thing that happened quickly but in these circumstances he would not stop to actively search so ignore the face thing.

Grey then Blue:

First attack will be a Perfect Strike.
attack #1 including good hope, haste, and point blank: 3d20 + 34 ⇒ (18, 18, 10) + 34 = 80
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (7) + 24 = 31
holy: 2d6 ⇒ (5, 6) = 11

attack #2 including good hope, haste and point blank: 1d20 + 34 ⇒ (12) + 34 = 46
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (8) + 24 = 32
holy: 2d6 ⇒ (2, 6) = 8

attack #3 including good hope, haste and point blank: 1d20 + 29 ⇒ (2) + 29 = 31
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (8) + 24 = 32
holy: 2d6 ⇒ (4, 5) = 9

attack #4 including good hope, haste and point blank: 1d20 + 29 ⇒ (3) + 29 = 32
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (1) + 24 = 25
holy: 2d6 ⇒ (2, 6) = 8

attack #5 including good hope, haste and point blank: 1d20 + 24 ⇒ (4) + 24 = 28
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (2) + 24 = 26
holy: 2d6 ⇒ (2, 5) = 7

Haste attack including good hope, haste and point blank: 1d20 + 34 ⇒ (17) + 34 = 51
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (2) + 24 = 26
holy: 2d6 ⇒ (3, 6) = 9

Ki strike including good hope, haste and point blank: 1d20 + 34 ⇒ (9) + 34 = 43
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (6) + 24 = 30
holy: 2d6 ⇒ (3, 3) = 6

Liberty's Edge

Female NG Halfling (Varisian) Cleric 15, Ranger 2 | HP 142/142 | AC 30 T 17 FF 26 | CMB +12, CMD 28 | F: +21, R: +17, W: +22 | Init: +6 | Perc: +18 (+2 to avoid being surprised), SM: +17 | Speed 30ft | Bit of luck: 11/11, Channels 6/9, Dimensional hop 30/30 five-foot increments |

fort save: 1d20 + 21 ⇒ (14) + 21 = 35

Oof! See, Rinaldo, Desna teaches me what happens when I try to help you. Messa winks at her cousin. Let's see if we can teach these wraiths what happens when they mess with the Flutterfoot clan...and our very capable friends.

channel to harm, DC 23 will save: 8d6 ⇒ (3, 1, 4, 6, 4, 4, 2, 5) = 29
Messa excludes everyone in the party but herself, Colwyn, and RInaldo, just in case. (She knows the three of them will be OK.)

She smiles at the archers. Maybe that will help soften them up for you.

Sovereign Court

Male Samsaran (Dual-Cursed) Lunar Oracle 17 (AC 28/20/18; HP 139/139; Fort +13, Ref +23, Will +14; Init +13; CMD 17; Perception +26)

Gaius 5' steps, and defensively casts Death Ward on Messa.

Dark Archive

|Absalom Initiation Slides

@Tuwo, based on how perception works in combat and what the module says, you have to spend a move action to actively look for it, similar to looking for an invisible creature.

Sidenote: If anyone has true seeing up, which I don't believe was a buff used since its not long term, they automatically make that perception check.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

@GM Zer0darkfire - I think that you are up again. Tuwo hid his full round of attacks again in a spoiler button. It is easy to miss. :)

Dark Archive

|Absalom Initiation Slides

Thanks, I just didn't have enough time earlier to finish a full post.

will save: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36
will save: 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24

Both wraiths shake off the positive energy, but can't shake off the hail of arrows. One of them is destroyed and the other is made short work of the next round.

Combat Over!

Tuwo informs you he saw a face poking out of the ceiling at one point during the fight. When you look up at the ceiling, there isn't a face there currently.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint gives everyone the thumbs up for a job well done. He then examines the room magically for treasure with both Sift(Perception 42 with the spell) and Detect Magic.

He turns to Tuwo.

"Perhaps I might borrow some of your Ghost Salt arrows? I will replace any that I might use during the adventure."

If you could spare 10 arrows that would be great or even 5 for 1 round of firing.

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

To be clear Tuwo didn't actively search during combat, He full attacked instead. He would look if no more spirits were there and possibly spotted the face then.

"Of course." Tuwo hands Flint 10 of his 26 remaining Ghost Salt arrows then begins to search the room.

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

Has the silence expired, or do we have to move into a different room to talk?

Dark Archive

|Absalom Initiation Slides

The silence is still technically active.

I know Tuwo didn't search, but you can take 1 on the check and notice something odd about the ceiling.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

@GM Zer0darkfire - Can we make a Knowledge check to determine what is odd? My character also has Prof-Engineering if that might be relevant.

Dark Archive

|Absalom Initiation Slides

Yeah, sure, you can tell that the ceiling is positioned in an unusual way. Aurelia also detects illusion magic from the ceiling and can identify the source as an illusory wall spell.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

@GM Zer0darkfire - As the party now knows that the wall is an illusion should it not be translucent? Technically we can spend a move action and make a Will save at +4?

Flint steps outside the room briefly before renewing his Heightened Awareness and the Gravity Bow spells from his wands. He then examines the room trying to uncover the illusion.

Will save,Heroism,+2 bonus from spells/SLA not included in roll,+4 bonus from known illusion not included in roll: 1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45

Dark Archive

|Absalom Initiation Slides

Illusory Wall is an odd type of illusion spell that doesn't become translucent after you realize its not real. Believing in this wall or not doesn't change anything, so feel free to enter the ceiling area.

Half of this chamber is an opening looking down into the room below. Upon the wide ledge that runs along the opening is an assorted collection of humanoid bones—gnawed clean, split open, and emptied of marrow.

Treasure: deposited beneath one of the bone piles (found with a DC 28 Perception check). They consist of drums of panic, a necklace of hollow gold beads worth 2,000 gp, a decanter and six goblets carved from rose quartz (5,500 gp for the set), a chalcedony seal depicting a pair of antlers over crossed arrows worth 1,165 gp, three fire opals worth 1,000 gp each, and a number of pieces of finely crafted, antique Irrisen pottery worth a total of 4,500 gp.

You can detect a lingering aura of conjuration magic, identified as a greater teleportation spell.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint will carefully load up the portable hole with the mundane goodies. He presents the Drums of Panic to Rinaldo to keep.
After which he will give a quick look over of the book shelves and the five attached small rooms. With the assumption that they find nothing of interest he will lead the party back up the stairs and out of this level towards area 10.

Clearly someone got away. The plot thickens. :-)

Dark Archive

|Absalom Initiation Slides

An eerie sight greets the eye as this large chamber is entered: row upon row of identical, life-size ice sculptures depicting a bent-backed old crone with a skull-like face standing in perfect ranks. A sense of woe seems to radiate from each statue, and dark arcs of power crackle across their surfaces and leap from sculpture to sculpture.

The entire chamber is under the effects of a permanent dimensional lock
(cannot be dispelled). The statues all depict Baba Yaga wearing a death mask and they always face anyone in the room. One of the statues (the second from the end in the northwestern corner of the last row) has been shattered, and shards of ice litter the floor around its base.

knowledge arcana on the statues, DC 32:

Each east-west row of statues has a field of arcing negative energy that lances back and forth between the statues from floor to ceiling and wall to wall. The field cannot be dispelled, though an antimagic field can nullify the field within its area of effect, and mage’s disjunction will deactivate any row of statues that it touches. Each statue has 60 hit points, but can only be damaged by positive energy, such as that channeled by a cleric or from spells and effects that deal holy damage (treat the statues as evil outsiders for spells such as holy smite). The statues receive no saving throws. If three adjacent statues are destroyed in a row, that row’s negative energy field fails, allowing safe passage past it. Once all seven rows have been nullified, the room can be safely traversed. Regardless of whether rows are active or not, if a single statue remains intact, a wave of negative energy is released in the room every round. Statues that are destroyed magically reform 10 minutes later.

Map slide

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

+32 to Kn(Arcana), so not bothering to roll
Lots of negative energy in this room, arcing between all these statues. Won't hurt me, or anyone with Death Ward up, but I'm guessing the rest of you won't feel the same about it.

Aurelia studies the statues for a moment more.

We could only disable the trap by destroying all 35 of them. Unfortunately, it would take a large amount of positive energy to damage them. Mundane means will not suffice.

She continues examining into the statues to confirm her conclusions, then turns back to the group.

So, shall we have those of us who can't be harmed by negative energy walk through and open the door so the others can use dimensional magic to get there without popping into the unknown? Or does someone have a large quantity of positive energy or a portal to the positive energy plane available?

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Flint looks around the room trying to access the situation himself.
However he is not able to add anything significant to the conversation in terms of analysis.

Arcana,Heroism,Heightened Awareness: 1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27

The statues are not monsters unfortunately. So no Monster Lore. :(

"Aurelia I think we are better off dealing with the statues directly. It is up to Messa but she can generate significant positive energy and she is warded by Death Ward as well."

"It might take a considerable amount of magic to move this crew back and forth past the statues."

My character does not know how many hit points of positive energy is required so it seems like a sensible suggestion.

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

Is there a way Messa and Aurelia might be able to estimate how MUCH positive energy would be needed and whether it is in the realm of what Messa can create?

Failing that, I could DimDoor us in a couple of goes, not counting the cat. Would you be willing to let me cast Carry Companion on him? I keep several scrolls on hand for exactly this sort of situation.

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|Absalom Initiation Slides

Discussion Thread

Things I need to know!
Definitely any constant effects your PC has
Any immediate action things they could do in response to an enemies actions
Immunities
Other things you think I should know to make running faster

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

Shenanigans: True Dragon Familiar who will UMD wands during combat. Daosvaria has a +20 UMD and +6 Init mod. She also has Dragon senses, so 120ft darkvision and 60ft blindsense. She is a true dragon, so has immunity to sleep, paralysis and acid.
Aurelia is a conjuration school Savant Arcanist. Main things about her are constant See Invisibility from Spectral Shroud, constant Freedom of Movement from Ring and she is a Dhampir.
Immediate action stuff is mainly she prepares Emergency Force Sphere

Sovereign Court

Male Samsaran (Dual-Cursed) Lunar Oracle 17 (AC 28/20/18; HP 139/139; Fort +13, Ref +23, Will +14; Init +13; CMD 17; Perception +26)

I have 'all day spells' listed as a buff on my character sheet.

My saving throws vary a *lot* depending on the effect I am being hit with, so there is a breakdown of the variable stuff under the 'saving throws' section.

I have Fortune, Mistfortune, Borrow Fortune, and Divine Interference, so my Immediate Actions (when I use them) are frequently taken up by preventing natural 1's on saving throws against things that would kill a PC, or crits from high-damage attacks.

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

Thank you Zer0darkfire for GMing and getting this going so fast.

Definitely any constant effects your PC has
Perception of +48 but no special senses. If there is a reasonable chance of danger he will keep up Ki Leech. Free to cast for him and lasts 12 minutes.

Any immediate action things they could do in response to an enemies actions
I can take aoos with my bow but only at adjacent targets.

Immunities
Immune to all diseases and poisons. Evasion from a ring. Swarmbane Clasp makes him immune to distraction from bugs.

Other things you think I should know to make running faster
Speed 70 so he will often move at half speed and look around for traps.

Tuwo shoots things very well and has good saves and AC. He has all the archery feats you would expect and some less common ones like Point-Blank Master and Perfect Strike.

Due to poor decision making in the past Raise Dead doesn't work on him but the devs did say Breath of Life type effects do.

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

Things for the GM to know:
* Rinaldo's armor is Ghost Touch, so protects against incorporeal attacks
* Rinaldo uses a buckler strapped to his off hand. While mounted, the lance is used one-handed, so the buckler's defense counts.
* Rinaldo's archetype gives him a bonded item; this is his glamered cestus. By virtue of being a bonded item, it counts as a "free hand" for spellcasting.
* The Disruptive and Spellbreaker feats mean that when I threaten a spellcaster, the DC for casting defensively is increased by 4, and if they fail I get to take an AoO.
* Between Cavalier bonuses and armor/weapon enhancements, my Aid Another bonuses are much higher than normal. I'll break them down if they come up.
* Colwyn (Rinaldo's mount) has Combat Reflexes (6 AoO/turn) and Improved Evasion
* Colwyn has a Headband of Vast INT +2 (and the necessary feat to use it). He put a rank in Linguistics so that he understands spoken Halfling.
* Colwyn has every trick in the book. In particular he has the "Serve" trick, allowing Messa to give him commands using Rinaldo's Handle Animal bonus.
* Colwyn's archetype allows him to make a single Run or Charge action at 10x normal speed once per hour (500' speed for a 1000' charge or 2000' run).
* Rinaldo has Ride-By Attack and Wheeling Charge, and Colwyn has Improved Overrun and Charge Through. Let me know if you need me to provide the full details on those.
* I have a stack of Runestones of Power for extra spellcasting and several Extend Rods. I will track their use as well as my spellcasting on the spreadsheet linked in my profile header.

================

Things for the party to know:
* Rinaldo's archetype takes away Bardic Knowledge and Lore Master, so don't look to me for knowledge checks. #NotThatKindOfBard
* Particularly during combat, make sure to check my posts for active spell, tactician, and performance effects that may apply to you during your round.

================

Constant or Near-Constant effects:
* Colwyn uses Power Attack by default unless I specify otherwise. He will nearly always use Vital Strike.
* Colwyn wears a Swarmbane Clasp.
* Lantern of Auras - bullseye lamp that also reveals magic as if by Detect Magic. Anyone who can see the area illuminated can make Knowledge Arcana and Spellcraft checks as if they had cast Detect Magic. (Lantern is hooked to Colwyn's saddle and faces forward by default.)

================

Immediate actions:
* Timely Inspiration to grant a retroactive +3 to a failed attack or skill check (1st level spell)
* Gallant Inspiration to grant a retroactive +2d4 to a failed attack or skill check (2nd level spell)
* Saving Finale to grant a reroll of a failed saving throw (1st level spell and ends Bardic Performance)
* Aegis of Recovery to heal for 2d8+3 when going below 0 hit points
* Mounted Combat - use a Ride check to negate a successful attack on Colwyn
* Indomitable Mount - use a Ride check in place of a saving through for Colwyn. This is particularly relevant for Will saves (+20 instead of +5!)

Dark Archive

|Absalom Initiation Slides
Mage of the Wyrmkin wrote:

@Tuwo - I had a quick look at your sheet. Both Diamond Soul and Purity of Body are swapped out for Zen Archers. So unless you have some special shenanigans they should be removed from your sheet. I suggest that you review your sheet carefully as I was not even looking for errors. :)

On that topic, yeah, my tetori build did the same thing. I dropped some later feature for Diamond Soul via Qinggong, but now he is the Champion of Irori you see before you. Turns out, grappling, especially Tetori grappling, is OP as hell, so I picked up a rebuild boon to be little less of a Menas to my local lodge.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

Don't worry, I have all knowledges covered, with Daosvaria able to give me a second roll, albeit with a lower bonus.

If GM Zer0darkfire will allow, I can also make the Kn(Arcana) and Spellcraft checks for Rinaldo's lantern - taking 10 will give me a 40 Kn(Arcana) and 45 Spellcraft.

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

That's actually why I have the lantern - so that anyone with those skills can check without having to cast the spell *and* can take 10 (since they don't have to be concentrating on the spell).

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

I did not realize that we were live until I clicked in by accident.
In terms of constant abilities I would say that he does not have much except for Evasion from his ring and Stone Cunning as he is a Dwarf.

He will be putting up a considerable amount of buffs that I will be tracking in his status bars once I put them up tomorrow morning. He has eight level of Zen Archer plus eight level of Inquisitors so it is a fair bit to track.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

I have finalized Flint's shopping before the meeting. He will be making a short stop in-game to pick up a discounted scroll (Overland Flight), spell casting services and sundries.

In terms of buffs we should coordinate a bit. Generally I pick up Delay Poison and Ablative Barrier as spell casting services as they are cheap and last long. Protection from Arrows is also quite good for the cost.

It might be a good idea to either put up Life Bubble on the party or pay for it as a spell casting service. 280/6 gp is a pretty good investment in my book unless it is a free cast.

Edit - We might want to talk party tactics. My character makes a great scout as his Stealth, Perception, Survival are all very high.
He can also turn invisible. His KS for monster identifications are quite good. He can See Invisible,has Darkvision and Stone Cunning plus he will have Echolocation (Blind Sight) up a good amount of the time.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

I've got +30 on the big six knowledge except local, which is a 31, so should be covered there. Daosvaria can back me up with +17 on all the big six.

I can cover us with a Life Bubble, extending if we need the extra time. I can also hit us all with Mass Fly for 160 minutes of flight once we teleport in and assess the situation. Daosvaria has Blindsense to 60 ft through Dragon Senses.

For combat, I can do Haste if no-one else can. Daosvaria also has wands of Cure Light and Cure Mod that she can use if needed. If anyone else has wands that might be useful here in or out of combat, she can UMD them, for action economy. I intended to buy a Wand of Haste, but opted for the +4 Tome instead since I had enough gold.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Mass Fly is great for me. A scroll of Overland Flight even discounted is expensive. So thanks. I would cast it before teleporting.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

I'll spend 2 prestige on a wand of endure elements, which I seem to have neglected doing on this character.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

I can cover your character as well if you like for 1-2 days.
Not to mention that Life Bubble includes Endure Elements as an effect. Save your PP to spend on something good like retraining or followers.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

Lol, between the prestige rewards from passing the torch and the little I've spent so far, I have plenty.

I also have my dark archive faction card which will give me up to 3 consumable items with a total value up to 1600 gp. Is there anything particular the group thinks we need?

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

A scroll of Hunter's Blessing (5th level) is always good. My seeker level Druid always casts it. It would cover the entire party and lasts 9 hours.

A scroll of Feather Step, Mass would be handy. We are bound to hit difficult terrain and we might be grounded due to a storm.

Scrolls that create extra-dimensional spaces like Create Pit or Rope Trick have great niche utility.

Mind you the party might have it covered already. Bottled Yeti Fur is good and lasts 24 hours.

Liberty's Edge

Female NG Halfling (Varisian) Cleric 15, Ranger 2 | HP 142/142 | AC 30 T 17 FF 26 | CMB +12, CMD 28 | F: +21, R: +17, W: +22 | Init: +6 | Perc: +18 (+2 to avoid being surprised), SM: +17 | Speed 30ft | Bit of luck: 11/11, Channels 6/9, Dimensional hop 30/30 five-foot increments |

Messa usually preps Hunter's Blessing, and she has a wand of Endure Elements with a lot of charges.

Mass Fly is great!

Messa's main shenanigans are
- Bit of Luck: for the next round, target rolls all d20s twice and takes the betters
- Dimensional hop: 30 five-foot increments
- Door sight: look through doors or walls

She's Exploration Domain, so she has some teleport spells and Locate object/creature, too.

She carries a LOT of utility scrolls that she's collected over her career. One of her favorites is Nap Stack: the party only needs to sleep for 2 hours to regain abilities.

Messa also uses Dweomer's Essence to help with SR, and different reagents as power components for different spell schools (from the Alchemy Manual).

Messa also currently has components for:
- 2 castings of Raise Dead
- 4 castings of Restoration (level 4, with 1k diamond dust)

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble
Flint Firetoe wrote:
He will be putting up a considerable amount of buffs that I will be tracking in his status bars once I put them up tomorrow morning. He has eight level of Zen Archer plus eight level of Inquisitors so it is a fair bit to track.

Tell me about it. Cavalier 4 / Bard 13 has a lot of stuff going on.

Story time!:
During one scenario, we were given 4 rounds to buff as we were being transported to a combat. Rinaldo, Messa, an Oracle, and a Druid put down so many buffs we had to make a sheet to total them up on the side of the table. The Mammoth Rider and the Hellknight were practically glowing with magic.

Aurelia: Mass Fly would be awesome. I keep scrolls of Air Walk around for emergencies, but always appreciate nonconsumable ways of flying. :)

Flint: I have Mass Feather Step as a spell known and will cast it as soon as seems relevant. Extended it's good for a bit over 4 hours.

I can also hit the key combatants with Heroism, also extended.

When danger seems imminent, I will drop Good Hope (for 13 or 26 minutes, depending on if it seems worthwhile to extend) which doesn't stack with Heroism but adds bonus to damage and ability checks (including initiative) and applies to the whole party.

I have a number of "remove conditions" spells as needed: Liberating Command, Suppress Charms and Compulsions, Purging Finale, and Joyful Rapture. I also have a bardic performance that uses my Intimidate (+28) as the save vs fear for every ally who can hear me, and another that does a Mass Cure Serious Wounds and removes fatigue and sickened.

My Cavalier Tactician teamwork feat is Escape Route, in case we need to maneuver in tight quarters without provoking AoO.

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

GM: I need a ruling in advance in case it comes up:

Exquisite Accompaniment (3rd level spell) says "you do not have to expend rounds of bardic performance from your daily allotment to maintain an effect".

Virtuoso Performance (4th level spell) says "While this spell is active, you may start a second bardic performance while maintaining another. Starting the second performance costs 2 rounds of bardic performance instead of 1. Maintaining both performances costs a total of 3 rounds of bardic performance for each round they are maintained. When this spell ends, one of the performances ends immediately (your choice)."

If I were to have both spells active, would I be able to negate the 2 rounds of performance cost for the second effect?

(I just found the Exquisite Accompaniment spell when leveling up this round, and then thought of the interaction.)

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Before I forget spells that allow you to bypass traps would be useful as no one is good at disarming them. So Create Pit, Stone Shape or Passwall etc.

Liberty's Edge

Female NG Halfling (Varisian) Cleric 15, Ranger 2 | HP 142/142 | AC 30 T 17 FF 26 | CMB +12, CMD 28 | F: +21, R: +17, W: +22 | Init: +6 | Perc: +18 (+2 to avoid being surprised), SM: +17 | Speed 30ft | Bit of luck: 11/11, Channels 6/9, Dimensional hop 30/30 five-foot increments |

Enemy interruptions:

Messa has divine interference, which lets her sacrifice a spell to force an enemy to reroll an attack roll. The level of the sacrificed spell level becomes a penalty on the reroll (e.g., if she sacrifices a 3rd level spell, the enemy takes a -3 penalty on the roll).

In most combats, she'll try to force an enemy to reroll a 20.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

@Messa - Aurelia is a Dhampir. Please do NOT target her with Cure spells as they will not have the intended effect. Please do exclude her if you are channeling to harm undead. She does carry a wand of Inflict Light Wounds in a wrist sheath for use in emergencies.

Dark Archive

|Absalom Initiation Slides

No life-dominant soul? At least you can cast repair undead on yourself.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

A few questions for the GM.

1)As we are in Absalom I am assuming that we can just go out and purchase spell casting services with virtually no appreciable time delay. Is this correct?

2)Is it possible to purchase individual durable arrows of special materials like adamantine? I see that Tuwo has done so but I am not sure if it PFS legal. Generally adamantine arrows are purchased in lots of 50 arrows but I can see the argument going either way.

3)My character has a Suggestion ability based on the Deific Obedience feat. Would this SLA be based on Charisma? This is my assumption but is it correct?

Dark Archive

|Absalom Initiation Slides

1) You are currently in the Grand Lodge in Absalom, purchase whatever you need.

2) As far as I know, durable arrows are always purchased individually. The entry for them is "Arrow, Durable" instead of "Arrows, Durable". Because each durable arrow is purchased individually, you can apply special materials to them individually as well.

3) The standard DC for SLAs is 10 + Spell Level + Charisma Modifier unless otherwise stated.

Dark Archive

|Absalom Initiation Slides
The Great Rinaldo wrote:

GM: I need a ruling in advance in case it comes up:

Exquisite Accompaniment (3rd level spell) says "you do not have to expend rounds of bardic performance from your daily allotment to maintain an effect".

Virtuoso Performance (4th level spell) says "While this spell is active, you may start a second bardic performance while maintaining another. Starting the second performance costs 2 rounds of bardic performance instead of 1. Maintaining both performances costs a total of 3 rounds of bardic performance for each round they are maintained. When this spell ends, one of the performances ends immediately (your choice)."

If I were to have both spells active, would I be able to negate the 2 rounds of performance cost for the second effect?

(I just found the Exquisite Accompaniment spell when leveling up this round, and then thought of the interaction.)

The first spell will play a single performance for you but you can cast it again to play a second performance at no cost from the second spell.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

A general question. I have noticed Tuwo with two Efficient Quivers. Is there any point at all of using this magical item (except for the obvious weight reduction) and the fact that it looks cool?

I generally use two quivers (40 arrows total) myself with a divider in the second one for specialty arrows and have the rest packed up. I have always struggled with the usefulness of this item (unlike the Handy Haversack) so any insight would be appreciated.

Dark Archive

|Absalom Initiation Slides

I don't have much comment there. I've never fired or purchased a bow in Pathfinder, even after 3 years of playing. I've never seen anyone do any sort of tracking with quivers either, so no idea from me, hopefully one of the players can help you out there.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Understood. I guess this sort of detailed tracking is abstracted away in this gaming system. As long as you have the carrying capacity you can carry as many weapons (even pole arms) as you like and not worry exactly how they are positioned on your body. 40 arrows is modest even by real life standards so not a problem IMO in a Pathfinder setting where the iconic characters are bristling with weapons.

Realistically combat should be at most 2-3 rounds. Often it will be over before the slowest person can act. At least that has been my experience at other high tier tables so it is likely a very academic point.

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

Simple. My EotT GM complained about how "unrealistic" it was to have a bunch of quivers on my back and insisted I buy a second one when he audited my character. With no other GM options locally I did so.

Dark Archive

|Absalom Initiation Slides

Tracking arrows and "where" that gear is just seems like a waste of time in my opinion. The game can take long enough as it is, I don't need to know where or how your carrying 80 arrows.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

I agree with this GM. Abstract is good. Why worry about how many quivers it is realistic to carry when your character can jump 40 feet straight up or shoot beams of energy out of their behind (which my Druid does in Wild Shape when he is feeling plucky).

As for the Effortless Quivers. Sure they were a waste of Gold but playing EOT is much better than not playing it. Also there is a sort of cool factor of pulling out arrows from nowhere. Out of all my characters I only have one with a Handy Haversack but I still find it incredible that you can fit all that stuff in one bag. It is one of the items that I would love to have in real life.

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

Durable arrows are in Elves of Golarion and Alchemy Manual, and are PFS legal, purchased in lots of 1. A single durable Adamantine arrow is 61gp.
https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Arrow%20(durable)
https://www.aonprd.com/SpecialMaterials.aspx

Liberty's Edge

Female NG Halfling (Varisian) Cleric 15, Ranger 2 | HP 142/142 | AC 30 T 17 FF 26 | CMB +12, CMD 28 | F: +21, R: +17, W: +22 | Init: +6 | Perc: +18 (+2 to avoid being surprised), SM: +17 | Speed 30ft | Bit of luck: 11/11, Channels 6/9, Dimensional hop 30/30 five-foot increments |
Aurelia Crimson wrote:
@Messa - Aurelia is a Dhampir. Please do NOT target her with Cure spells as they will not have the intended effect. Please do exclude her if you are channeling to harm undead. She does carry a wand of Inflict Light Wounds in a wrist sheath for use in emergencies.

Ah! Good to know!

Do we need to grab some scrolls of Inflict Serious or Harm for her?

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble
GM Zer0darkfire wrote:
The first spell will play a single performance for you but you can cast it again to play a second performance at no cost from the second spell.

So if I have Inspire Courage going and cast Exquisite Accompaniment, it stops costing me rounds of performance. If I then cast Virtuoso Performance, would I then spend 2 "rounds" per round to maintain the second, or only 1? (Either way, I am ahead, but I want to see how far ahead I am. ;-) )

And then if I were to cast Exquisite Accompaniment again, I could maintain both at no cost (other than having used two 3rd level spell slots)?

Liberty's Edge

Female NG Halfling (Varisian) Cleric 15, Ranger 2 | HP 142/142 | AC 30 T 17 FF 26 | CMB +12, CMD 28 | F: +21, R: +17, W: +22 | Init: +6 | Perc: +18 (+2 to avoid being surprised), SM: +17 | Speed 30ft | Bit of luck: 11/11, Channels 6/9, Dimensional hop 30/30 five-foot increments |

Just FYI: Messa casts at base CL 18: cleric 15 + 2 for Magical Knack, +1 for orange prism ioun stone. When the ioun stone is slotted, she adds 1d4-1 to her caster level.

For transmutation, creation, divination, and teleportation spells, she has reagents to increase the caster level by 1 (mainly for duration or range only).

She also has the Wanderlust racial trait, so she treats her CL as 1 higher "when casting spells or using abilities that provide or enhance movement".

Dark Archive

|Absalom Initiation Slides
The Great Rinaldo wrote:
GM Zer0darkfire wrote:
The first spell will play a single performance for you but you can cast it again to play a second performance at no cost from the second spell.

So if I have Inspire Courage going and cast Exquisite Accompaniment, it stops costing me rounds of performance. If I then cast Virtuoso Performance, would I then spend 2 "rounds" per round to maintain the second, or only 1? (Either way, I am ahead, but I want to see how far ahead I am. ;-) )

And then if I were to cast Exquisite Accompaniment again, I could maintain both at no cost (other than having used two 3rd level spell slots)?

Yep, that sounds accurate to me. No idea if there is an official answer, but I don't see why this wouldn't be the case so that's how we will play it.

Silver Crusade

Male CG Halfling Level 17 Cavaler (4)/Bard (13) Colwyn, Rinaldo's Mount | HP 109/130 | AC 35(20T,31F) (30 Inc Touch) | CMB +16, CMD 35 | F+13 R+16 W+11(+2 vs Fear) (Heroism: +2) | Init: +9 | Perc: +12, SM: +3 (Heroism: +2) | Speed 20ft | Bardic performance used: 5/33 |Spells/Abilities tracker | Active conditions: Heroism, See Invis, Frdm of Mvmt, Fthr Step, Fly, Life Bubble

Question for the group: How many people would benefit from a +10' enhancement bonus to base land speed? I know the monks already have an enhancement bonus. I can use 1 round of bardic performance with a minute "casting" time to give that to everyone it would help for 1 hour. If enough people benefit, I'll do it.

Triple Time

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

Tuwo does keep a couple of regular quivers with just cold iron arrows on his back then. Would be really awkward if we hit an antimagic feild and all of the archers couldn't access those extrademensional spaces.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

Everyone in the party is at least part caster except for you Tuwo. We do not speak of the dreaded anti-magic field except in whispered tones. ;)

My character is still recovering from his stint in the Mana Wastes. He was healing the party with his Heal skill and Treat Deadly Wounds and a healing kit of all things.

Sovereign Court

Male Samsaran (Dual-Cursed) Lunar Oracle 17 (AC 28/20/18; HP 139/139; Fort +13, Ref +23, Will +14; Init +13; CMD 17; Perception +26)

For what it is worth, I would benefit from the movement enhancement...?

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

Tuwo is a caster. His spells are all self buffs or self healing though.

I'll be spoilering my combat spam but to shorten it I'll break down the current ongoing modifiers and just list situational modifier in the post such as range, point blank, haste, prayer, etc...

breakdown for Zer0darkfire or anyone else who is curious.:

Zen Archer uses the Monk version of Flurry of Blows but with a bow instead. My Monk levels count as full BAB for the attacks. So I use the level 13 monk chart and add 3 for my +3 BAB from fighter for a starting point of

+14/+14/+9/+9/+4
Zen Archer uses wisdom on bow attacks instead of dexterity so another +12.
Weapon Focus for +1.
Currently Greater Magic Weapon for +4.
Heroism +2.
And Bracers of Archery Lesser for +1 though this gets overridden by Inspire.
As a Weapon Master Tuwo has Weapon Training +1 increased to +3 with his gloves.
To quote a local GM "I assume you turned Deadly Aim on when you bought the feat and never turned it off." Which is correct. So So with a BAB of 16 that is -5 to hit.

+32/+32/+27/+27/+22

Damage is 1d8 +2 from strength, +4 from greater magic weapon, +10 from Deadly Aim., +2 from Weapon Specialization, +3 from Weapon Training.

1d8 +21

And I will add a roll for holy dmg that can be ignored if the enemy is unaffected.

Dark Archive

|Absalom Initiation Slides

Sounds good! From what I've read, this isn't a super hard scenario, so don't be surprised if you steamroll it.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

My character has the same philosophy with Deadly Aim. Unless there is a good reason it is always on. I am surprised how close the two characters are in offensive capabilities considering the divergence in build.

Dark Archive

|Absalom Initiation Slides

The Veil of Frozen Tears is a waterfall formed of magically frozen ice. This ice is much more resilient than normal ice, with the physical properties of hewn stone (hardness 8, hp 540 per 10-foot-square section, Break DC 50) but much more slippery (Climb DC 40). In fact, the icy floors of the frozen necropolis are so slick that attempts to run or charge require a DC 15 Acrobatics check to avoid falling. The tunnels and caverns were quarried out roughly enough, however, that the usual ice movement penalties (Pathfinder RPG Core Rulebook 442) do not apply. Ceilings heights are 20 feet unless otherwise noted. Doors are made of the same rock-hard ice, but are hinged and can be easily opened and closed. All of the ice is opaque, preventing anyone from seeing details in adjoining areas, though light sources will appear as diffuse glows from up to 50 feet away. During the day, no light sources are necessary as the daylight suffuses the thick ice and provides normal visibility. Arrow slits are 1 foot wide and 3 feet high, and have no shutters.

The ice of the waterfall does not melt unless exposed to fire damage sufficient to overcome its stonelike properties, and it constantly radiates freezing temperatures such that the interior of the waterfall is considered to be extreme cold (–25 degrees F), dealing 1d6 points of lethal damage per minute (no save). The extreme cold further requires a Fortitude save (DC 15, +1 per previous check) each minute, or it deals another 1d4 points of nonlethal damage and exposes the individual to frostbite and hypothermia (treat as fatigued). See page 442 of the Pathfinder RPG Core Rulebook for further details. A simple endure elements spell will negate these dangers, as will any amount of cold resistance

Dark Archive

Female CN Dhampir Conjuration Savant Arcanist 16 | HP 132/114 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F: +13, R: +14, W: +14(15/16/16) | Init: +11(15 w/HghtAwr) | Perc: +20(24), SM: -1 | Speed 30ft | Arcane Resevoir 7/11 Shift 12/14, Dimensional Steps 1800/1800, Staff of Fire 6/10, Mythic Power 3/5 | 8th (2/3) 7th (3/6), 6th (4/6), 5th (3/6), 4th (5/6), 3rd (3/7), 2nd (5/7), 1st (3/7) | Active Spells: Mind Blank, Contingency, Overland Flight, Mage Armor, False Life, Endure Elements, Ex Heroism, Ex Life Bubble, Mass Fly, Ex Resist(Cold) | Active Conditions: None

No Life Dominant Soul. She's a primary caster with a half-dozen different ways to get away or avoid being attacked, so if she's in melee, I'm doing it wrong.

I've a wand of Inflict Light and the UMD to use it if needed in combat, Or I can just spam some False Life. Daosvaria can also UMD my wand if needed, or my wand of Infernal Healing.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

We can discuss here if we want to attack the giants or not. Jumping into combat before we have a plan and before all the players have actually posted in the mission thread is not the best idea.

Edit - As we are not in combat you can actually take 10 for the knowledge checks if you like. Actually most characters will be able to take 1 as the Knowledge DC is so low.

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

This encounter feels like a bit of a throwback to the original Giant series modules of 1st edition. I have not played them in many years but the feel is the same.

Grand Lodge

Current Buffs:
Ring +4, Barkskin, Life Bubble, Ki Leech, Heroism, Feather Step, Mass, GMW +4, Magic Vestment +4, Clear Ear, +4 dodge
LN Male Tien Monk 13/Fighter 3 | AC 32 (47) | T 32 (38) | FF 28 (39) | HP: 163/163 | CMD 50 (52) | Fort +24 (26) | Ref +20 (22) ev | Will +29 (31) | Init +12 (+14) | Perception +48 (+52) | Ki 17/18 | PS 12/13

Rule question.

Perfect Strike: "...You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats)..."

As a Zen Archer: "At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll."

And Messa possesses Bit of Luck: "You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result."

Would I roll 2d20 3 times or something else?

Also how do you want to deal with Tuwo's Ki Leech?

I regain a ki when I "confirm a critical hit against a living enemy or reduce a living enemy to 0 or fewer hit points."

I won't know if I did either during my turn. But I tend to do both of those things often. Do you want to tell me how much ki I regained each round or are you good with the idea that I'm regaining ki often enough that it isn't worth tracking?

Dark Archive

Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Resources:
Reroll 1/1,Perfect 10/10, KI 13/13,Judgement 4/4,Bane 19/19,Feat 9/9,Lies 9/9,Dominate 1/1,Ranged Heal 3/3,+2 Spells 1/1,+2 KS 1/1,Boots 10/10,Staff 4/10,Extend 6/6,Cap 1/1,Shirt 1/1|Spells 1st 8/8 2nd 6/6 3rd 5/5 4th 3/3

I am not sure if the game allows stacking of rolls in this fashion. I would be inclined to say no. My character could for example put up Fallback Strategy (1st level spell) and then choose to re-roll either of his attack rolls from Perfect Strike or benefit from Messa's Bit of Luck as well.

It would be nice to see if there is any evidence allowing/disallowing these kinds of situation on the boards. I would start from there.

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