The Dead Roads[

Game Master Seldlon the Swift

Pathfinder Adventure Path - The Dead Roads - Tyrant's Grasp

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Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

I think so too. (facepalm)


Valdis is your mage armor in effect? If so when did you cast it?


Kitsune Game Master

No


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

OOC continued from gameplay

Valdis Pechman wrote:
The DC from last time was 13. So Walhart wouldn't be affected anyway.

Except that Igor said 'Walhart succumbs to the suggestion....' so I wanted to make sure.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

I get a feeling like Groundhog Day. :D


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

It's OK. It's just a feeling.


>>It's OK. It's just a feeling.

LOL


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Might as well bot Donovan? We all know he is going to slash or bash.


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 12/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 2/5 Smite Evil 0/1 Channel 4/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition

Agreed, mister Tally man. Will do that this evening.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Huh. There's that doppelganger again.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

That's the violent evil twin. Much like Bad Good Girl


In the morning now. Sorry for the delay, folks. Donovan bot <===, you are up.


Male LG Human Slayer (Deliverer) 4 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +7, R: +7, W: +3;| Init: +7 | Perc: +7 | Speed 20ft | Sneak Attack 1d6 | Active conditions: Dex Damage 1 Wis Damage 3 | Ammo: 39 arrows

I might be missing something here:

I have the campaign trait, The Word, which allows me to cast Lay on Hands as a Paladin half my level (so that'd be level 2). Do I need something more than that to be able to cast?


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

Looks like Don got cursed in some way that makes him resist healing. And you need to make a caster level check to overcome that resistance.

Interesting part would be your caster level for that. As it is a SUpernatural ability and no spell.


Male LG Human Slayer (Deliverer) 4 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +7, R: +7, W: +3;| Init: +7 | Perc: +7 | Speed 20ft | Sneak Attack 1d6 | Active conditions: Dex Damage 1 Wis Damage 3 | Ammo: 39 arrows

Ah, I see, thanks. Considering it's "Cast Lay on Hands as a Paladin half your level", I'd imagine it'd be caster level 2, then?


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

Igar's decision, but you can post a roll already with that assumption to keep the game going. I suggest you roll at least a 15 before anything gets added, then it probably doesn't matter. ;)


Never thought we would wait on Tally for a post.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Wait, I'm up? Off to check gameplay.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin
Igar The Terrible wrote:
Donovan does not feel any better. Valdis, do have anything? Who would have thought that two holy symbols would be so useful? Who keeps a spare holy symbol anyway? LOL.

I always do if I am playing a cleric. A wooden holy symbol is dirt cheap. As a mage I keep an extra pouch of spell components too. You never know when someone is going to steal it or break it. I actually did that once and crippled a high level cleric. Tally has 2 spell component pouches, for example.

I don't think shamen use holy symbols, or do they? Hmmmm. Need to check on that...

Dang, they do. And I never got one. How ironic. Never even picked a deity. Thought shamen were all about spirit magic and did not use holy symbols, but the shaman kit includes one. I'm thinking he's going to be a convert to Nethys!


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

Well, the real question is, why would a wizard have a holy symbol? As I go as that guy of Pharasma for RP I spent the 25 gp for a shiny silver holy symbol. And the wooden one comes with the cleric kit, that I also took for RP reasons. That's why I got two of them. In the long run, I will probably get even a golden one. For the false focus feat. I'd even get a platinum one, if I manage to get Destruction on my spell list somehow.


Keeping the graven guardian's wounds separate from any others you obtain. Its wounds are difficult to heal with magic. Anything else you acquire will be handled as normal.

FYI on that Su:
Repose: Rest Eternal (Su)—Damage dealt by the graven guardian resists any magical healing. Attempting to use magical healing to cure this damage requires a successful caster level check against the guardian’s SR. This ability does not affect natural healing or healing provided by extraordinary abilities.

^^^that is why you roll a caster level when using a Su for healing.

Had that blow landed, your paladin would be down.


Igar definitely pulled a punch for you. No more of that. This AP is survival/horror. I promised it would be you and the dice v AP as written.

I do predict deaths will be upon us soon. Retreating further into enemy territory...meh...but you finally acted as one for that.

If I scared you, that is my intention.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Did Tally notice any DR detracting from the blow? I know piercing was reduced, and I was hoping bludgeoning worked fine. If not, he will be choosing a different weapon next time.


A first day player would not make that mistake. If you are not into the game you could just say so and leave. We will all be understanding of that. If you are playing so be it. Does make it interesting.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

???
What are you talking about?


Tally, I don't see how you are going to throw a card over the tree. You have a -4 with an improvised weapon and total cover from the tree. A move to draw the deck and a move to draw the card. I do not see this as a valid move. Thoughts?


Going over Don there is a 15 foot hedge there. I would have to calculate distance including altitude for this toss. A double move will get the card in your hand. Is that how you want to proceed?


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Hadn't really thought it through. It does not make sense that you could throw a card with any accuracy for any distance, and I was not thinking it would be two actions to retrieve the card. So instead Tally will use his

battle spirit:
Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

ability. It does not stack with bless, but it will give a +1 to hit at least.

Does Tally still have that breath of life ability he was given, or was that just for the encounter with the spider lady?


I looked into throwing cards. There are actually builds for that but I never saw anything that indicated they would act any differently that any other small object.

The breath of life ended. She gave Valdis a quill that no one decided to inspect.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Just being logical, I know that actually throwing a normal card is not likely to produce more than 5' of distance so that is the way I figure we should play it. And it is reasonable for it to take two actions just to get the deck out and draw a card. I'm thinking the item is more of a permanent illusion guard like thing than a combat weapon.


Agreed. Anything past 5 feet stretches for me as well. I think it was intended to be primarily implemented out of initiative. Would a combatant see you throw the card and the illusion appear?

I like battle spirit.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin
Igar The Terrible wrote:
I like battle spirit.

It is nicely suited to the situation, with Walks temporarily stuck in back. Pity it does not stack with bless.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4
Tally PBP wrote:
Just being logical, I know that actually throwing a normal card is not likely to produce more than 5' of distance so that is the way I figure we should play it.

Reality likes to disagree with you.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

LOL!

I sure as heck could not do ANY of that.


Igar The Terrible wrote:
I do predict deaths will be upon us soon.

I am not saying I told you so, just saying.


Valdis, you are up. I edited my last game play post so you may have missed that.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

I didn't miss it, but the board ate my post.


I will tell Valdis exactly what I told all of my prior wives. "I appreciate the effort but it just did not work out."


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

Well then. Have fun with the game y'all. Bye.


That was an interesting and difficult build. Hate that it did not work out. Take care, Valdis.


PS- I enjoyed torturing and killing you. Thank you, sir.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Does the misfortune expire if Tally is outside the 30' range? I know he was outside 30' during his turn (as he was trying to exclude them from the channel).


It lasts for one round so I would say regardless of distance once cast. And he did not cackle to extend it.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Still want to know though since I have a witch in another game and was wondering about this. The way I read it, the victim only has to be within 30' when the hex is cast or when the cackle is done. Moving in or out of range at other times does not matter.


That is the way I read it. IIRC only once per day per victim regardless of whether it resists or not.


Tally PBP wrote:
I have a witch in another game...

Look at protective luck. I had a witch use that and it was very effective. Keep everyone within 30 feet and cackle. Add a player as a standard and cackle to keep them all going. Overpowered imo :-)


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Yep. She took that one level 2, which she just got to. I had the same idea. It is a buff instead of a debuff and it is not limited to once per day per person. Tally will be looking at that one too, though you could house rule it into something sensible.


I play by the rules as best as I know them. Valdis is more of a GM than a player. We were discussing a character build and he stated he would not allow protective luck in his game. When my player used it I was worn out as GM rerolling everything including tentacles. But the rule is in the books so I would always allow it. Valdis is an awesome GM btw.


Male Human Servant of Pharasma (4) - HP29 - AC11(15)/11/10(14) - F3/R2/W6 - CM B2/D13 - Ini+3 - Perception +4

Thanks for the flowers. But I disagree about the part of being more of a GM than a player. It is just much easier to start a game as a GM than getting a place in a game. And it seems that my tendency to try ways around lengthy dungeon crawls which are typically at the end of every AP book annoys GMs. So far one gave up on his game when a character of mine did so together with another player, and one murdered me. ;)


Valdis wrote:
...and one murdered me. ;)

Looked like suicide to me.

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