GM supervillan's Krune campaign (Inactive)

Game Master supervillan

Current scenario: Words of the Ancients

Maps and Slides


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The Waking Rune

Water Sight and Goz Mask shenanigans proving interesting in this scenario :)

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Thank Teric! Nina probably never would've picked one up without having encountered the mist shenanigans we did during the previous scenario ;)

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Same here, Nina! That led me to buy one as well...

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Kudos to the GM too. These past two scenarios make more interesting use of fog/mist than most, which just let you use it as a battle tactic. But SV has really been playing it well.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6
Archives of Nethys wrote:
A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list. Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting).

Please ensure I'm reading this correctly. Teric (or someone else with a higher Spellcraft skill) could "teach" any spell into the ring? So if he has a scroll, he could teach it that spell to the ring and then be able to cast it normally. Alternatively, if Seldanna taught the ring a Witch spell, Teric could cast it, albeit at a higher level.


The Waking Rune

Yes, I believe that's correct Teric. You 'teach' the ring by succeeding at a DC20 Spellcraft check, and you can do that whenever you 'encounter' a spell. That could be by reading it (Read Magic or appropriate spellcraft check to identify, not needed with a scroll you already own), seeing it cast (again a separate Spellcraft check to identify), or even seeing a spell in place (normally a Knowledge (arcana) check to identify).

If the spell isn't on the Sorcerer list then it counts as being one level higher.

Grand Lodge

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Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

I’ll post either tonight or tomorrow morning...I’m at my best friend’s son’s wedding and time is scarce...


The Waking Rune

No rush, enjoy the wedding :)

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Yikes on bikes!

Nina doesn't have any useful abilities or chronicle boons to help Teric :(

Gonna wait to see if Teric or anyone else has anything that might change the outcome before I post Nina/Inky's actions...


The Waking Rune

Sneak attack on a pounce is probably why Vivisectionist alchemists are not allowed :o

(Sorry Teric).

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

I’ve got nothing that helps either.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Wow. We've turned this scenario's difficulty up to hard mode. Teric should probably have been fully kitted out for battle, but he's also overconfident about his abilities to lie convincingly. Mirror Image would have saved him, I think. But that would have taken anyone else in the party down too. So I worry about the rest of you in the fight.

I don't think there's anything to save Teric, however, he has the boon that lets him come back to life after dying for the rest of the scenario (see below). So he's just out for this fight, then can rejoin you before he dies at the end of the scenario again.

Empyreal Revenant::
Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).

At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr’s Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1,000 gp for each unique Martyr’s Shard boon this character has earned.


The Waking Rune

Nice boon.

These enemies are a little less dangerous if they can't pounce, but it's a challenging encounter.


The Waking Rune

There has been some debate on the forums about the Suffocation spell, given that it both breaks the usual rules (0hp does not normally mean unconscious; no information on how typical healing spells interact) and that the wording may be considered slightly ambiguous.

My view (and how I have ruled it previously) is that a successful initial save results in one round of Stagger and then the spell ends.

A minimum result of 3 rounds of Stagger regardless of saving throw results would be very overpowered for a level 5 spell. Compare with Hold Monster.


The Waking Rune
Nina wrote:
Thought the x3 was only on a charge?

Lances do double damage on a charge, 3x damage with Spirited Charge.

They always have a crit multiplier of x3, much like a spear.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

^Whoops, so it is!

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I'm going to do my best to try to keep up for the rest of the scenario, but I'm pretty sure I will not be continuing the series until a later date. I just don't have it in me to keep up with this stuff on a regular basis.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Please try to finish the scenario, if you can. We are getting thrashed so we need all hands on deck.


The Waking Rune

Quiella, if you need a break at the end of this then what I will propose is that I continue into The Waking Rune finale with everyone who is up for it, recruiting replacements as necessary, and I run that scenario again for you at a later date, when you are able to enjoy it.

Silver Crusade

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Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Supervillain, that would be amazing.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Nina unfortunately has no way to align her lance to Lawful so unless someone else can, we're in for a slog if it's down to just Nina and Quiella to deal damage to this thing.

She could dismiss Inky and try summoning hound archons to help but that's pretty risky too if she can't maintain control over whatever actually *does* show up.

Thoughts?

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Ugh. There’s no great answer here. Pai is pretty worthless here, so you guys do what you have to do.


The Waking Rune

You don't necessarily have to kill the protean in order to succeed in your mission. Though if you do, you could rest up afterwards.

Your mission is just to recover the rune plates. If you can get them and get out, you're good.

Summoned Lawful outsiders such as hound archons will be able to overcome the protean's DR, if you want to try that.

I'll also remind you that a nauseated creature can't take AoOs.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

The wording on Smite Evil is a little confusing.

First Paragraph wrote:
[explanation of attack and damage bonus and how it changes vs evil dragons, evil outsiders, and undead]... Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
Second Paragraph wrote:
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

So is the DR ignored even for non Evil creatures?


The Waking Rune

Nope: "if the paladin targets a creature that is not evil, the smite is wasted with no effect"

The phrasing "regardless of the target" does appear to be redundant.


The Waking Rune
Pai Kromnite PFS wrote:
Ugh. There’s no great answer here. Pai is pretty worthless here, so you guys do what you have to do.

Pai, you've got loads of spells left, including Blindness/Deafness, Glitterdust, Haste, Invisibility Sphere, Dazing Snapdragon Fireworks, and Shadow Evocation.

There're many possibilities open to you.

I'll bot Pai and/or Quiella in around 24 hours.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Oh heck, didn’t realize I was up. Sorry. I’ll get a post up ASAP. My bad.


The Waking Rune

Rules on passing through enemy spaces are kind of vague.

You can't pass through an enemy space unless it is helpless, or you use Acrobatics. BUT, the Acrobatics skill says that if you succeed at the check you pass through and avoid an AoO (for leaving a threatened square), if you fail your movement is halted and you provoke.

Also, you can always move past a creature that you have total concealment from without provoking AoOs (or more technically correct: it's impossible to take an AoO against an enemy with total concealment).

I've always interpreted these rules to mean that you can pass through an enemy's square if you have total concealment against it, unless the enemy completely fills the square (like a gelatinous cube, for example). I may be wrong, but I'm not convinced that you need acrobatics to do it if you have total concealment.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Ugh, I thought you guys had it made after the blindness.


The Waking Rune

The sphinx/proteans are defeated!

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

I wanted to work this into my post, but it wasn't quite the right tone.


The Waking Rune

Just waiting on Seldanna to see if she wants to change prepared spells.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

*reads the spoiler(s) shared by Pai*

:O
:O
:O

I mean, I knew this arc had a rep for a reason but dang...

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Yeah, this is brutal...three hounds and 6 of those wisdom draining incorporeal bastards? My will save us not built for that...

Seldanna has teleport and Pai has Dimension Door so we all should be able to get out...problem is that Pai is at the tail end of inititiative...

Daedin can probably take out one of the injured hounds but that’s it...we’re gonna get hammered before we escape...

ETA: Almost forgot about Daedîn’s Holy Damage and Sneak Attack Damage...so I might’ve taken the two badly wounded hounds out, especially since they should be flat-footed and he was within his sneak attack range (50’) of the targets when he fired...

The Concordance

Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

Seldanna can teleport herself and three others out. If we agree to take the magical escape route, and assuming she is still in a position to do so, should she teleport out on her turn? If so, who would stay with Pai...or should she wait until Pai is also ready to cast?

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Oof...I feel like Pai and whoever gets left behind are going to get splattered or bad-status'd into oblivion by the time Pai's turn comes up. But there's no guarantee any of us will make it out if we have Seldanna delay.

Teric's already eaten one death so if Seldanna decides to try a teleport right away then I vote that he's one of the folks she takes with her.

(Of course this isn't even accounting for having to make the concentration check...)

If we need volunteers to stay behind with Pai, then Nina & Inky can stay. On the outside chance we don't get splattered or bad juju'd to death, Inky's got a 40 ft. speed and may be able to make it outside with a double-move. And if not, well...I've got enough resources/boons to eat a death and still come back. It'd also be in-character for Nina to opt to stay behind.

Just some thoughts.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

FYI, Teric will die at the end of the scenario no matter what. That's part of the deal with his revival -- he only lives until the end of the scenario. Whether his body is dead in Absalom after teleporting back or is dead in the tower is only a marginal difference in PP to recover the body and revive him fully. So I think it may be suitable to leave him behind if we're going to try and teleport out.

(This is my first character death, so if I've got the wrong, someone let me know. Does "Body Retrieval" work even if it's a place that would be very difficult to get to?)


The Waking Rune

Body Retrieval works so long as it is possible to retrieve a body.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will stay with Pai...he's already been mostly dead twice in this scenario, might as well make it a trifecta...

I wonder if perhaps we shouldn't all wait till Pai can act...I think there's like one dream thing that acts between Pai and then Daedîn and Seldanna...that would help spread the damage out where hopefully one or two PCs don't get hammered...and perhaps the PCs that go before Pai can concentrate and take out another foe...but we'd need to stay close together...then Pai could dimension door several out, one of the dream things would act, and then Seldanna could teleport the rest...if they both nail their concentration checks, that is...

Just a thought...I'm good with what everyone agrees with...Daedîn will stay with the last group out...

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Oh, hmm...guess I misunderstood how the boon Teric used works!

Hmm...in that case, I guess I'm willing to go with what the majority wants. If we think we can hold our ground until both Seldanna and Pai can act, then I'm game to try it.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Should Teric try a Fog Cloud or Obscuring Mist? If they can't see through it, it could buy us just enough time.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Sounds like a good idea to me, Teric...we just need to all stay close together...

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Sorry, everyone. I think Teric might be putting us into the confusion death spiral here...


The Waking Rune
Teric wrote:
*sigh* GM, how you do define attack here? Any type of attack? Melee/weapon attack? Full out attack without regard to his own safety? Spellcasters must use spells, but can be minimal? Use full tactics?

As a player I hate Confusion almost as much as I hate incorporeals, and these enemies have both :(

"Attack nearest creature" commits you to attacking, but the spell doesn't say how. The spell also doesn't prevent victims spellcasting.

You should choose an attack that makes sense against your target. A BSF under Confusion won't drop his big honkin' greatsword and make a non-lethal punch attack, for example. A blaster sorcerer doesn't have to fireball the whole room - only attack the nearest creature.

Confusion makes you unable to tell friend from foe and treat everyone as an enemy, but doesn't force you to try to kill everyone at once.

Teric would use single-target attack spells such as flaming sphere or ear-piercing scream rather than fireball. "Cold spells" costs you nothing in terms of resources so that would apply to Slow a target. You would attempt concentration checks to cast defensively. You don't move unless you have to move in order to attack.

I will randomise your target since there are 5 equally distant creatures.
1=Nina, 2=Inky, 3=Quiella, 4=Pai, 5=Daedîn

target?: 1d5 ⇒ 3

Teric attacks Quiella, who is not confused, so no death-spiral...


The Waking Rune

Anybody got Unbreakable Heart, Calm Emotions or anything like that?

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Would've been better if we had failed the fear...at least we could've ran outside and just dealt with AoOs...damn that -2 penalty, kept Daedîn from passing his second...

Like Daedîn, I guess Seldanna already used her reroll?


The Waking Rune

I spot a "Pathfinder's excellence: magic" boon on Seldanna's sheet. She could use this on the teleport roll if she wishes, as it allows a second roll on a concentration check to cast in an impeded area, which is effectively what's going on with teleportation magic.

The Concordance

Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

Thanks GM. Yes, I'll go ahead and use that boon to reroll, as Seldanna has already used her shirt reroll during the earlier deadly encounter with the hounds.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai’s Dim Door is the only chance to get everyone else out, unless I am missing something. If I’m right about that, Pai will stay and try to take as many of her friends as possible.


The Waking Rune

Dimension Door has the same issue that Teleport has, in that you can only take willing creatures with you.

Dispelling the Confusion effect might be possible - but Seldanna is panicked and has to flee now.

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