GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Samuel Jafar wrote:

Depending on the range of the antimagic field I could summon up quite a bit of stuff. They would last 13 rounds. How about:

(2) Azata, Bralani
each has 2 cure serious wounds

(2) Archon Hound

They would augment, so +4 to strength and con.

Unfortunately not "Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature."


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15
Omari the landless wrote:
...a convincing illusion to lure the ghouls out to fight - ...

How about a swarm of monkeys?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15
OmariThe Landless wrote:
Summoned creatures of any type wink out if they enter an antimagic field.

FFS

Thanks for that heads up


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

What do you players think of phantom steeds?

That is communal at level 4 for me. It is conjured, not summoned. Your speed would be 80 and the mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. Duration is 9 hours divided 4 ways.

I may do one for myself daily going forward at L2. 9 hours at 80 and not touching the ground is pretty cool.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Phantom steeds are cool, if you have ride as a skill trained up, otherwise they become a bit iffy... But they won't work in an AM field either. You want something to work in an AM field, you need a conjuration (calling)...


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15
Omari the Landless wrote:
...you need a conjuration (calling)...

I looked into this and saw no reference to calling so I do not follow.

I did see that "The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result."

Hmmm did that open many doors other than creatures? Emergency sphere of force and wall of force are immune to AMF.

Need more time for all of this. IRL maybe again in two days.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

"Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. "

A creature that is called is not summoned...


Kitsune Game Master
Samuel Jafar wrote:
Omari the Landless wrote:
...you need a conjuration (calling)...
I looked into this and saw no reference to calling so I do not follow.

For example:

PLANAR BINDING
School conjuration (calling)


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Also, I suspect that calling spells are on the don't work in Kakishon list...


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Thank you both for the direction. On second look it is simple and straight forward like I thought it would be. I went down a complicated instantaneous spells rabbit hole that would defeat the AMF. I told myself then that pathfinder is not rocket science and I had to be making it more than it was.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Revisited my rabbit hole. A spell with a duration of instantaneous cast from outside the AMF can send what it has produced into the AMF. The magic has been done and is complete.

Look at fireball. "A glowing, pea-sized bead streaks from the pointing digit A glowing, pea-sized bead streaks from the pointing digit..."

A better example is acid arrow. Produced magically outside and aimed inside. "An arrow of acid springs from your hand and speeds to its target."

Thoughts?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

The handy spreadsheet is located here and can be downloaded for local use.

You can filter and sort and really have your way with the data. It has more spells than are listed in the class spell lists on d20pfsrd even though the additional spells can be found on d20pfsrd.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

If the projectile is magical, no fun. So there may be options.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Summon a siege engine? xD

The problem is much easier though, let's just focus on what spells are actually on your spellbook and on Heshan's known spell list, and let's see what strategies we can come up on base to that so you can participate on the mission actively.

It does not help to theorize on the usefulness of different magic if in the end you do not know those spells.


Kitsune Game Master

Give them pompoms and have them stand just outside the antimagic field to cheer the melee characters on?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15
Foxy Quickpaw wrote:
Give them pompoms and have them stand just outside the antimagic field to cheer the melee characters on?

Truth spoken. Our casters have no business in there.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Questions for Heshan, Rayhan and Samuel - Do any of you have the spells Full Pouch, Commune with Birds and/or Alchemical Tinkering (I can do this one but so can you guys)?

Also, does anyone in the party have any alchemical kit of any kind?


Male Human Wizard 11 - HP: 70|AC 12(16)/12/11|Init: +10 | F: +6, R: +5, W: +10| Perc: +17

I'd like to point out that this is just another (stupid) idea. I have no clue if it would work yet.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15
Rayhaan Xobhadi_ wrote:
I have no clue if it would work yet.

Samuel can fly above the spire. Using pebbles with light cast on them he can drop them and get very accurate as to the AMF. At 10 feet above it he can cast rope trick on his 10 foot rope with a bolen on the end. Then he can tie another rope to the trick. Ohrmizd can then fly to the rope, climb down it, grab the bling and climb up high enough to fly out. We can knot the rope if needed. Meanwhile Omari can be a distraction as he picks them off at a distance with Heshan for backup should they attack.

What say you?


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14
Omari the Landless wrote:

Questions for Heshan, Rayhan and Samuel - Do any of you have the spells Full Pouch, Commune with Birds and/or Alchemical Tinkering (I can do this one but so can you guys)?

Also, does anyone in the party have any alchemical kit of any kind?

That is a no on all of the above.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

I say this set up is a hunting archer's paradise...

I have targets without magical defenses, well inside bow range. I can be buffed out here shooting at them... (And so can anyone else with ranged weapons; are any of our assorted wizards packing crossbows?). So we use Khedron to cover our spellcasting from them (hiding behind him) and dump a bunch of buff spells (Divine Favor, Haste, Heroism, etc) and then start shooting ghasts. They eat a bunch of arrows and then either a) charge us, leaving the AM field, or b) get behind hard cover. If a), they leave the AM field and we stomp on them with magic. If b) we leave and sneak back later to repeat the same tune for the same choices... Some repeats and we will have a bunch of dead ghasts and can go in and pick crystals at our leisure.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

If we go that route I can summon an archer with Ranged +1 composite longbow +12/+7 (1d8+6/×3).


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Overthinking this for you. What if the ghasts have pieces of this anitmagic generating thing they can wield or launch? Very possible imo. Their disease and paralysis is Su. Their stench is Ex.


Kitsune Game Master

Where do you read that paralysis is a (Su)?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

here on d20pfsrd

SPECIAL ABILITIES
Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

Paralysis (Su)

Creatures damaged by a ghast’s natural attacks must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike ghouls, a ghast’s paralysis even affects elves.

Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Stench (Ex)


Kitsune Game Master
Omari the Landless wrote:

...

"I figure they will wise up after a couple more such shootings, but we should be able to whittle them down before we go in there."

Just to see how clever they might be I checked on their stats again.

Samuel beats them in intelligence and Ohrmizd in strength. Otherwise they are at least equally abled or even surpass you. For your next approach you need at least stealth checks.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Fortunately they have little for HP.

FYI guys, I can now summon Azata, Bralani . Archer, fighter, Two CSW per day. Your conjurer just came of age. Have 2 prepared this day.

CSW is level 3 so I get two of those with a level 5 spell not to mention the archer and fighter. Very efficient spell level use.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

And I believe Omari can get us back at any time??? Plane shift is a 5th level cleric spell. It was off my radar as it is 7th for a wizard. Foxy said we could return at any time with access to 5th level spells. Is that it?


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

What penalty will Heshan have for shooting from that distance?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Thanks for the post, Omari. I got real kick out of that. Pun intended.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

What we really need to do here is figure out a way to get back into Lady Dilx's good graces, I suspect that her maid wasn't joking when she said "you will not leave Kakishon without her aid". I think she has crucial information.

What can we offer to a Lady of refinement to get her to overlook our previous faux-pas?

Or figure out some method of buffing the daylights out of a diplomacy check or three...


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

My exact thoughts shortly after the encounter. I gave it some thought and research into her kind and being empty handed I left it for a later day. Seems that day is upon us. Maybe buff like you say and show off our new weapon to slay Jahvul.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Rope trick again. It would give us the privacy of another dimension. It is not prepared this day.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

That's a good one! I love that spell and one of my wizards casts it all the time, even if just to run away of danger :)


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Ok, so proteans or shaitans? (I already cast my votes for shaitans)

Or perhaps you really want to try again the Pleasure Palace? I think it is going to be just lost time, but if someone is not yet convinced I am open to give it a last try.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Proteans. Going to try to do this in-game though... Because there are issues. I'm a cleric of Erastil. I can't enable the proteans killing a mini-world full of nature.

The real questions are about how...


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Dilx. That is three votes for three options. Will Heshan decide? What have I done? We could avoid a lot of killing if we could get to her.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

I certainly have no objection to trying Dilx first. You are right, if she actually has a way out, that would save us a lot of pain. But this definitely smells like a pick a side game...


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

Heshan is fine with either one, despite his more chaotic nature. So Dlix it is then.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Thoughts on the protean issues

1) Talk to the shaitans first - Tell him we are willing to take him up on it and nail down an agreement with Sultan Obherak: What we do. What we get. What help can he give us.

2) Some big questions- How do we get there? We had to give the ship captain a special item (the egg) to get it to take us out there... We don't have another egg. How do we get back? We got teleported back by the proteans; who won't be around if we achieve our goal.

3) Fighting the proteans might be fairly straight forward. We've been to the place, so we have a decent idea of the layout. There aren't a bunch of difficult to bypass terrain restrictions (like solid stone walls the shaitan can walk through). We know the opposition is pretty much locked into Chaotic Neutral outsiders, for things like Bane, Communal Protection From Law, Arrow of Law, etc


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

If we go that route they are going to need to help or I say we will return with the other side who is less cowardly..


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

I'm not sure where Dilx ran off to, but if we meet her again, I suspect she will either going to be with Obherak or with the Proteans. Where else does she have to go?

@Samuel (and Rayhan) do you have teleport in your spellbook; that's how we left the Proteans last time "Lahapraset teleports the whole group to the isle of dead." So teleport can presumably get us back to Kakishon proper from where the proteans hang out. (A spellcraft check to confirm this might be a good idea...)

WRT to getting out there, I suspect that if we sail off the edge of the world again, we will get there. We either need to figure out how to hijack one of Nex's ships (colossal animated object, CL32!) or get our own ship. I can theoretically do the second - Summon Ship is on my list. However, Foxy said "This ship is a magical wonder — a self-propelled galley, staffed by a single ram-headed helmsman of enchanted brass." and he also said "The helmsman is a separate animated object." If we give the helmsman the chop, I suspect we will be able to steer the boat off the edge of the world (and we'll be prepared this time)!


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Dilix most likely went to Obherak. Let's go there and worst case we could free the prisoner and have it summon help while we fight the genies. Is Dilix friend or foe to Obherak? Only a visit will tell.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Samuel Jafar wrote:
Dilix most likely went to Obherak. Let's go there and worst case we could free the prisoner and have it summon help while we fight the genies. Is Dilix friend or foe to Obherak? Only a visit will tell.

Y'all get that Omari would rather fight the proteans and ally with the genies, right?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

No doubt, you have made that very clear. Let's check out Obherak first. See if anything has changed and ask for backup if we are going for your proteons.


Kitsune Game Master

So far it sounds as if Heshan and Ohrmizd are not on the same page about how to approach the shaitan.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

I suppose. Heshan would rather not risk angering them further if the disguise is uncovered.


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M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

This little question never got a reply from either Samuel or Rayhan:

Omari the Landless wrote:

...

@Samuel (and Rayhan) do you have teleport in your spellbook; that's how we left the Proteans last time "Lahapraset teleports the whole group to the isle of dead." So teleport can presumably get us back to Kakishon proper from where the proteans hang out. (A spellcraft check to confirm this might be a good idea...)

...

Questions we want answered from this meeting

1) What reward will you give us for killing off the proteans?
2) How can you help us in killing the proteans?
a) Can you help us get out to the "Isles of Not"? Do you know how?
b) Can you help us get back from the "Isles of Not" after killing the proteans? Do you know how?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Prepared dimension door as Rayhan suggested.


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Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

I am loaded for shaitans and will keep it that way for now. Need to really change up ammo for proteans.

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