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UMD, Sense Motive, and Diplomacy? That work for you?

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Peter Zarr wrote:That'd be Lorenzo's question to adjudicate, but I suspect that any oil like this must be used on just a single object.
rules for potions wrote:The person applying an oil is the effective caster, but the object is the target.If I could make a suggestion, why not a scroll of communal align weapon? I can use it natively, your UMD is good enough to simply use it, and others have similarly good UMDs.yep, yep, that definitely checks out. way better than my idea.
As for Ulin's loot, I have only a +2 cloak, but I'd also grab the scrolls and wand of invisibility, but I suspect Peter and Julian will want some or all of that too.
I was interested in the scrolls, but I have a lot of options between my various summons. Please feel free to take em!
I've updated my spellslots (not keeping my usual swiss army open slots... that may be dangerous, but I'd prefer to have spells that do useful things incase we run into more encounters!)
Here are my newly prepared spells [note I can prepare cleric spells into wizard slots as long as I use a spell slot 1 level higher]
6th — Open-> Summon Monster VI
5th — Open-> Summon Monster V ( I was debating anti-incorporeal shell here, but iirc someone has a scroll, and I've used 5 summons thus far)
4th — Open-> Greater Hide from Undead (DC 24)
2nd—Open-> Glitterdust
@Hendric, you usually give great advice, any suggestions instead of these. Or happy to take requests from anyone.

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No problem, Julian, with those three skills.
The scroll of align weapon, communal makes sense. You guys just work it out about when you want it to be cast and who's going to burn the move and standard actions to retrieve and read it.

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@Pete - thanks for the vote of confidence. I don't have as much experience with high-level casters as you do, but I have some ideas - take them or leave them.
Dismissal is a save-or-lose against outsiders and could take the place of a SM5. Another great spell at this level would be Blessing of Fervor (Clr4 spell in a Wiz5 slot, right?).
Grand Destiny is a very nice all-purpose buff that can even boost CL checks, which few other buff spells can do. And it's an Aroden-derived spell, making it fitting to use against the Whispering Tyrant.
True Seeing is always good to have. Sir Hendric happens to have one dose of the material components.
Sir Hendric would gladly be the target of Vengeful Outrage against really any of the Whispering Tyrant's minions, though the 1-round casting time might be problematic.
Disintegrate works well against undead (who have generally poor Fort saves) and has other uses like removing Wall of Force.
If you prepped any of these, then in some fights you might need to hold back from summoning. I do think that Blessing of Fervor would offer more to this party than a SM5.

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Can you stack Form of the Dragon II and Iron Body (from the scroll)?
A question for me or for Archaememnon?

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Peter, I've been wondering which deity you serve. It didn't leap out at me on your character sheet.

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Chaldira Zuzaristan, I wanted a good deity with the trickery domain (how Peter became a mystic theurge under the since errated faq about spell like abilities), and there were fewer at that time.
@Hendric, why not haste?

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Sir Hendric wrote:Can you stack Form of the Dragon II and Iron Body (from the scroll)?A question for me or for Archaememnon?
Yes, it was a rules question for you, with applicability to Archaememnon.
@Pete - yeah, that's a fair point. When it is only 1 level above, Blessing of Fervor is I think an improvement due to the options. Like if Sir Hendric is charging, an extra attack on a full attack is useless, but the +2 to hit and AC is nice. And it has benefits for casters. At 2 levels above it is maybe not worth it.
Your summons have a lot of SLA capabilities so it is hard to go wrong with just more summons.

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I'll have to review Form of the Dragon II and Iron Body and get back to you (or Archaememnon).
In the meantime, anyone else, who's interested and able, can help us with the research, and together we can more quickly reach a common understanding.

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You can only be affected by one Polymorph effect at a time, but Iron Body does not have the Polymorph descriptor. So I think they would stack.
Since it says "you have no respiration while this spell is in effect" I think Archaememnon would be unable to use the breath weapon.
But the stat bonuses, DR, and immunities would be nice. Plus, giant dragon-shaped iron golem.

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My understanding is the same as Hendrics. Also note order of the spells matters, since casting iron body first would cause most effects to become surpressed once you polymorphed into a dragon.

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Agreed that it would stack with DFII as it's not a polymorph effect. I think my belt is +6 but the immunity to crits, etc. would be nice. Given the action economy of using a scroll, I'd be reluctant to use it in combat, but I am probably the PC who'd get the most out of it.

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Guard Mission Success:
A group of allied Pathfinders runs into the encounter. If the PCs are between combats, the Pathfinder allies appear in the next encounter. The PCs choose one of their opponents for the Pathfinders to attack. That opponent takes an amount of damage that bypasses all defenses: 60 points of damage in Subtiers 10–11, 12–13, and 15–16.

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Expect to start Part 4 sometime Saturday.
But role-play to your heart's content till then.

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Just want to take a moment to thank everyone for being great role-players.
I'd had some concerns this would devolve into complex and utterly boring dice rolls and numbers-crunching. First time I've GMed something at Seeker+ levels.
You all have made it rather fun.

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Right back at you.
Your descriptions have really brought things to life, so thank you so much.

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Seriously. You're hitting it out of the park. This has been great.

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Yes indeed. I am loving this game.
I can't say I'm doing great RP, as Sir Hendric's anger at the fate of Vigil and the Knights of Ozem is very much my own, but I hope it is enjoyable and engaging nonetheless.

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In case you were wondering:
This scenario assumes that players who chose the Soldier difficulty at the beginning will proceed to the Black Caverns (area D), and players who chose the Champion difficulty at the beginning will proceed to the Pillar (area E). The Pillar encounter is extremely challenging, and it is not appropriate for tables that have not opted to play this scenario with increased difficulty.

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Please note that 'several hours' have passed during the trek down to this level. Adjust your buffs accordingly.

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The nemhains will act immediately after Peter, so please do place your icons in the starting area indicated on the map now.
Crowding against the walls of the chasm avoids the hazard posed by the river of blood.

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How long has the river of blood been a thing on this path? I ask because Sentry is large, and unable to fly/crowd, so if its been going on for <2 hour, I probably would have extended an air walk on Sentry so the horse didn't die on the way here. If its been more than 2 hours, I probably would have cast it, and it would have faded after 130 minutes.
My duration would been 260 minutes, and I probably would have divided the communal air walk between Bristor and Sentry, since both are nonfliers.
On the other hand, if the river just popped up, then I wouldn't have done so.

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Sorry, I need a GM call on actual time. For example, I used a rod of extend on Heroism, Countless Eyes, and a bit later Keen Edge, each for a total of 5 hours and 20 minutes. So are those up? Anything else would have expired.

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It looks from the GM's post like this river of blood came up recently. But it also sounds like we had some warning.
Ahead, a dull red glow provides some illumination as the cavern expands, leading to the bottom of a deep chasm where a river of blood flows. A bridge spans the chasm in a low arc. "This is it," says Shevar.
If we saw the cavern expanding and the river of blood, and then immediately were in combat, then there'd have been no time to prepare.
But if we saw it, recognized the river's negative energy nature, prepared, and then moved into the cavern, Air Walk would seem reasonable to be in effect now.
If that flavor text has no impact then we just have to fight immediately.
Edit: also? Screw Nemhains. I've faced them before and they are pretty broken.
If there is no way that Air Walk is active, then as soon as he had to walk along the edge of the river (i.e., while not yet on the map) Sir Hendric would have had to dismount, stow the horse in the armor, and switch the lance for his sword.

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We'll go with four hours for the purposes of elapsed time.
Regarding the river of blood, the glow up ahead indicated some strange red light. You became aware that it's a river of blood and that it is infused with negative energy when you arrived at the starting position marked on the map.
Other aspects of its nature might become apparent if you get closer to it. Everyone so far is more than 5ft away from it.
As far as what buffs you might wish to activate, Shevar gave you a head's-up that you were about to go into action. If you'd like a round to cast something you might not otherwise have had ready, go ahead.
Fair and reasonable?

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I spent most of the last three hours or so on that last Gameplay post, checking and cross-checking dozens of potential issues and their implications.
If you note something I overlooked or errors I made, please let me know here in the Discussion thread.

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Thanks - and I've been meaning to say thanks to you for running this so well. Given the shenanigans we've been throwing at you, not to mention the general nutty nature of play at this level, I feel in good hands; and your recap of actions make me lol.
Bristor would re-up death ward with that 1 chance to buff.

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@Lorenzo Thank you, and wow! Is there anything I can do on my end to make it easier? Thanks for fixing the Deva's size. I've been trying to make sure I link things so its easier to get to pull them up, but if you have suggestions I definately want to try to help. Gisele is definately my favorite name for a summon so far.
If Shevar had given us a 1 round heads up, I definately appreciate the opportunity to put up extended communal air walk split between Bristor and Sentry. At this level we need folks need to be able to get to the air, and I regretted not doing it last time.
Edit:
@Lorenzo
I suspect that the undead are probably immune to the blindness effect, as it requires a fortitude save, and undead traits
Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)

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immune to the blindness effect, as it requires a fortitude save, and undead traits
Doh! Note to self, always start with the obvious stuff.
On the upside, the battle should now be much more epic!
Say we are 10' up I guess.
How fortuitous. Mwaahaahaaaaha.!

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Peter wrote:immune to the blindness effect, as it requires a fortitude save, and undead traitsDoh! Note to self, always start with the obvious stuff.
On the upside, the battle should now be much more epic!
Sir Hendric wrote:Say we are 10' up I guess.How fortuitous. Mwaahaahaaaaha.!
I'm already freaking out over the two Nemhains. Not even thinking about the big guy.

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Is the con drain no save... wow, no wonder Hendric said they suck, glad that happened to Gisele and not one of us.

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Yeah, Con drain with no save and it can happen twice a round for each Nemhain (unless the Deva survives long enough to use Dispel Evil on the spirits).
A Dread Wraith (CR 13) gives you a save and gets only one touch a round.

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Does dispel evil get rid of the spirits no save, or is it a saving throw? On a related note, would SR apply?

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I forgot to link it earlier and put my son to bed, running out the clock on editing time.

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I'm going to put up anti-incorporeal shell on my turn. It's a 10' emanation, so we ought to talk about a battle formation that works. In future rounds, I could d-door us up to the top of this cavern so we can spread out a little more.

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That's a good point. If invisibility will defeat their senses, I could quicken one. Or we have a scroll of wall of force, which might do some good if we wrapped it around me.
I used to know resilient sphere and now I wish I hadn't retrained it.

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Anybody have Oil of Daylight or a Heightened Continual Flame item?
I guess Bristor would be the best choice, since if he makes his save he isn't staggered (and can therefore draw and use an oil). I do envy that Stalwart ability.
Sir Hendric is not too hindered by being staggered, but being unable to see is a real problem.

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Holy Aura gives us SR 25 against spells cast by evil creatures. Would that interact with the cold damage?
2 things:
Arch has blindsense to a range of 60'
If I d-doored up to the edge of the cavern, who would want to go with me?

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Deeper Darkness is SR No, and the Eclipse chill is tied to that, so I don't think the SR would help.

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Did you see my question about dispel evil and those spirits Lorenzo?
I was wondering if it allows a save or SR? Its pretty unclear to me from reading the spell and the text you posted.
Also, it seems clear that daylight will negate deeper darkness, and vice versa. If there is a second daylight, will that spell function normally, since the first two are negating each other?
It seems like all deeper darkness is negated by 1 daylight, so vice versa would also be true.

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Does dispel evil get rid of the spirits no save, or is it a saving throw? On a related note, would SR apply?
Nemhains are undead creatures, but they're not extraplanar, nor is there anything to suggest the spirits are. Slay living is a spell from the necromancy school, and neither it nor the spirits' effects are associated with an enchantment spell.
However, you'd benefit from the +4 AC bonus vs their attacks.
Does that address your questions?

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I have an oil of daylight.
Peter: Woundn't we be able to see anyway? The blood river is glowing, right? So natural light conditions would happen and we could see.
I'd stay with you if you D-Doored.
Also, I've rolled 1, 2, 1 on my last rolls. Amazing.

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Sorry Lorenzo, I should have cited the ability from your earlier post.
A nemhain is surrounded by a whirling cloud of spirits that are bound to her—often the spirits of close relatives or friends she had in life. As a swift action, she can direct these bound spirits to strike at any creature within 30 feet as a ranged touch attack (with an attack bonus of +21). These spirits may be used to cause damage as if the nemhain had touched the target with her incorporeal touch, or they can be used to deliver a harm or slay living effect. Using these spirits to deliver one of these spell-like abilities is a swift action; the nemhain does not need to take a standard action to cast the spell-like ability, but it still counts against the number of times per day she can use that spell-like ability. The nemhain can also send these spirits as a group up to 1 mile away to act as scouts; they have a fly speed of 60 feet (perfect). She can observe and listen through them, but as long as they don’t share her space, she can’t use them to deliver ranged touch attacks. These spirits are impervious to almost all attacks and magic, save the following: dispel evil, raise dead, or resurrection. Such spells cause the spirits to vanish and to be useless to the nemhain for 1 hour. True resurrection makes the spirits useless for 24 hours.

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@Arch, why the dimension door? I know we just cross posted but I just cast daylight to try to get rid of the darkness. I worry about the potential of triggering more stuff by dimension dooring here, personally. If you go over there, my daylight spell won't help the others you bring with you either.

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Oh, yeah if you're going to pop daylight then I'll spend my turn attacking.
GM, would you mind a retcon on my post? If the first fireball seems to have an effect I'll send a maximized one down the pike for a flat 70 damage before the save.

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Sorry, Peter, I overlooked that in my initial reading during cut-and-paste-and-post.
Yes, it's clear the spirits would vanish and be unavailable for an hour. Weighing the Bound Spirits text and the text of the spell, I would take the whole at face-value. No saving throw.
However:
Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.
So for the Dispel Evil, the monavic deva needs to roll a mIss chance, ≤50% misses.
Re Vision and Light:
Oppressive Gloom: The illumination throughout the Gloomspire is dim light. Nonmagical light sources cannot increase the light level, and magic ones have their areas reduced by half. No light source, no matter its origin, can increase the light level to bright light. The save DC of any spell that has the light descriptor is reduced by 2.
Deeper Darkness Decreases light levels by 2 in a 60ft-radius around the tzitzimitl. Daylight increases light levels by 1 within a 30ft-radius (60/2) around its source.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
So dim light where they overlap, it seems, unless I'm missing something.
If this information leads to more questions, ask away.
If you wish to retcon your actions, Archaememnon, go ahead.

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Peter, wouldn't the monavic deva have three chances to land the touch attack to deliver the dispel evil, with three attacks per round?