GM Neirikr's "Academy of Secrets" (Inactive)

Game Master Neirikr

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Viridel of Ashel'delore wrote:

13 minutes for arcane sight, so just under two minutes.

Viridel will try to be eclectic on where he searches for this period. Knowing his skill (represented by the rolls), he would probably target the best suited place for defenses or wards.

Okay. The rolls will probably be more useful overall, but I'll take the arcane sight into account, as well.


Maps | Monsters | NPCs
Grymwold the Shieldstorm wrote:

Gryms touch ac vs rays is 20 due to his mirrored shield. I neglected to include that info in his stat bar. Fixing that now. touch ac 20 vs rays isn't great, but it's still something

reflex vs SLA: 3 + 15 + 4 + 1 = 23
wish I'd had the cash for the evasion ring ;)
20 fire damage, 16 claw damage after DR6/-

As stated, the ray is an supernatural ability, not a spell-like ability, which means that Grymwold fails his save. I'll specify what sort of effects you're being targeted by, so you can include all relevant bonuses.

Since the ray doesn't involve an attack roll, the mirrored shield doesn't matter for now, but that's good to keep in mind for later.

Laree An wrote:
[A WHOLE LOTTA ROLLS]

@Laree:
Laree An wrote:
Perception: 18 + 25 + 10 = 53 (To identify each of these people who are coming up to the Dean. This is likely coupled with Knowledge Local.)
Laree An wrote:

Knowledge Local: 16 + 9 + 5 = 30 (Wishing to know each person who approaches Dean Vost to identify perhaps additional clues as to what challenges lie ahead/traps/magical traps)

Knowledge Local Reroll: 3 + 9 + 5 = 17

I'll take these rolls into account when we're determining how long it takes you to find the key-light. As stated, these people are faculty members (teachers and/or researchers) of the Hall of Summoning, or senior students of conjuration (those who've survived the first few years of near-slavery and humiliation to be allowed to actually learn something). Some of these people Laree would recognise from his father's descriptions, or even from seeing them in his company, while others are unknown to him (and likely unimportant). None are narratively relevant right at this moment, so I won't start naming them all. :P

Laree An wrote:

Knowledge Arcana: 12 + 24 + 5 = 41 (Wishing to know more about these security measures in place as they may give a hint toward security measures in the Hall of Wards)

Knowledge Arcana Reroll: 15 + 24 + 5 = 44

Most of the security measures in question are meant to keep planar outsiders (as in celestials, fiends, etc.) in or out of the school grounds, so they aren't necessarily relevant to any of you, being more-or-less ordinary mortals. There are measures taken to prevent simple burglars from breaking in, and/or to keep over-eager students from where they aren't supposed to go, but that's all mostly what you'd expect: obviously, the Hall of Summoning focuses on conjuration magic, so there's a lot of traps which summon monsters, teleport you into danger, call up elemental energies or other hazards, and so on. Of course, there are usually at least a dozen bound outsiders on the school premises, either permanently or temporarily assigned to some task (often guarding something important).

Laree An wrote:

Knowledge History: 13 + 9 + 5 = 27 (By identifying what is old and ancient, perhaps she will be able to identify what is not, meaning a key-light's location. Also, why was the Hall of Summoning out of use before?)

Knowledge History Reroll: 7 + 9 + 5 = 21

I'll take this roll into account when we're determining how long it takes you to find the key-light. As for the building's recent out-of-useness: there was an explosion (reason unclear) which badly damaged the original Hall of Summoning. This was as good an excuse as any to renovate, since Lord Volshyenek's old manor had long since become dilapidated and insufficient for the growing number of students. Ornelos Hall served as the replacement for the interim, and is now the last remnant of the original manor/school-house complex from the university's founding.

Laree An wrote:

Knowledge Planes: 2 + 21 + 5 = 28 (Identify various substances used for summoning and what each magical cicle could handle. As most won't be as grand as in the main hall, what we'd likely face is something similar to what is in the minor halls. If we can know what they use for these, by using her scent ability, she can perhaps pick up on a scent before we even spring a trap)

Knowledge Planes Reroll: 8 + 21 + 5 = 34

Most of the minor summoning circles have a diameter of 10 feet, with the same basic construction as the larger one: they're carved into the floor, rather than painted or sprinkled onto the surface. Most extraplanar creatures have an anathematic substance than will aid in their binding: unsurprisingly, most of the circles you see prepped for use contain silver, which is the anathema of devil-kind. The most common after these are elemental distillations (e.g. water for binding fire elementals)

Where are these rerolls coming from, by the way?

Viridel of Ashel'delore wrote:
Viridel casts Telekinetic Charge on Bayard. You are launched across the battlefield to the Retriever's current location, and can make one attack on my round as an immediate action with a +2 to attack.

This movement does not preclude attacks of opportunity. Bayard should be able to survive a hit from the retriever, so it's not a big deal, but still worth noting.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

Oh, it has reach?

In that case, I leave it to Bayard if he wants the luck bonus to attack or wants the monster to suffer -2 on its own attacks. Foretell can do either, but not both.


Maps | Monsters | NPCs

Yes, it has a 15-foot reach.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100
GM Neirikr wrote:


As stated, the ray is an supernatural ability, not a spell-like ability, which means that Grymwold fails his save. I'll specify what sort of effects you're being targeted by, so you can include all relevant bonuses.

Since the ray doesn't involve an attack roll, the mirrored shield doesn't matter for now, but that's good to keep in mind for later.

...

My apologies, you clearly stated it was a supernatural ability and I brain-farted and incorrectly applied Steel Soul and Glory of Old.

re Rays: huh I've never seen a ray not require an RTA. Maybe because it's supernatural. Regardless an ac20 vs rays means most rays will hit anyways, but it's still better than most armored characters.

Hp are updated to reflect the failed save.


Maps | Monsters | NPCs

Nevermind. I, in turn, misread how the eye-rays work—the attack roll is specified in the creature's ranged attacks, but not the ability description, so I mistakenly assumed it was a line effect. It is still a supernatural ability, but it does require an attack. Here's the roll: 1d20 + 16 ⇒ (5) + 16 = 21.

Okay, so it does hit Grymwold for full damage, but not Laree—you can keep your extracts. Sorry for the confusion.


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

That thing still standing?!


Maps | Monsters | NPCs

No idea, I haven't had the time to do the math.

Uh... yeah, it's still up. Not doing too hot, though.


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

K, will get a post up tonight.


INACTIVE

Thank you so much for answering those and taking the time. It is appreciated.

As for the rerolls, they have been coming from Investigative Mind, which by now should be almost used up (10/13 uses I believe). Duration is 130 minutes, so I figured we are probably still within that gap of rerolling. Correct me if I'm wrong. I didn't see our meeting with the headmaster and the fast-paced tour as lasting so lengthy that its duration would be expired yet.

As for the hit, if you are using the single roll for both attacks, that will hit Laree, as her current touch AC is 19. I will defer to what you want to do. If you hit her, 0 damage and spell used. If you don't hit her, then no change.


Maps | Monsters | NPCs

@Laree: Thanks for the clarification. And yeah, the spell will likely have ended by the time you leave the Hall of Summoning (one hour for the tour + however long it took for Anethra to write up the now-canonically monstrous contract, and for the headmaster to read it through), but it's active for now.

The ray does not hit you, because it's a one-target ranged attack, and not a line-shaped AoO effect, like I originally though.


Male Half-Orc Paladin (Tortured Crusader) 13 HP 134/134 |DR3/-| AC 32 | T 15 | FF 31| CMD 34 (33 FF)|| SPD 20ft| Init +1 | Perc +20,| Darkvision | F +17 | R +11 | W +17 | (+4 to saves subject to Endurance)

On Vicious, here's the text:

This special ability can only be placed on melee weapons. When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.

Two points here:

1) On the DR, I can see an argument that the text says "energy" is what's doing the damage, so DR doesn't apply. But it doesn't specify what kind of energy is being done, which suggests to me that that's basically fluff text, and it's more of whatever kind the weapon does (slashing, in this case), therefore DR does apply. I'll go with your judgement.

2) It also says "when a vicious weapon strikes an opponent", so I'm thinking that if you miss you don't take the damage. But again, you're the boss.

Grym, I borrowed your stat line to put my stats in my header, figuring we were the most similar. In fact we are remarkably similar; nearly identical HP and AC, DR is close, initiative almost the same, saves and perception aren't that far off. I hadn't realized that until now.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

@Bayard: I thought you had your weapon out. xD I don't think the axe hit would land.

@DM: How does our party's internal initiative go by this new initiative system? By whoever posts first?


INACTIVE

I figured that we would have had out our weapons when we heard the scream and sounds of combat/thrashing about. I know I would!


Maps | Monsters | NPCs
Bayard the Axeman wrote:

On Vicious, here's the text:

This special ability can only be placed on melee weapons. When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.

Two points here:

1) On the DR, I can see an argument that the text says "energy" is what's doing the damage, so DR doesn't apply. But it doesn't specify what kind of energy is being done, which suggests to me that that's basically fluff text, and it's more of whatever kind the weapon does (slashing, in this case), therefore DR does apply. I'll go with your judgement.

2) It also says "when a vicious weapon strikes an opponent", so I'm thinking that if you miss you don't take the damage. But again, you're the boss.

1) The damage done by a vicious weapon is not physical, and as such damage reduction does not apply. I suppose that goes either way, though.

2) A vicious weapon only deals damage to the wielder if it hits (i.e. whenever the enemy takes the extra damage, you take the extra damage).

Viridel of Ashel'delore wrote:
@Bayard: I thought you had your weapon out. xD I don't think the axe hit would land.
Laree An wrote:
I figured that we would have had out our weapons when we heard the scream and sounds of combat/thrashing about. I know I would!

Initiative technically started when you opened the door—you had to move some distance to get to it, during which time you could have drawn your weapons. If the enemy's continued existence is dependant on the missing axe damage, I might finagle things by adding in those modifiers to the first roll (as the second attack is, indeed, a miss), but otherwise I'll avoid retconning. Honestly, being launched into the air and then punching a retriever on your way down is kind of bad-ass!

(As a side note, one could argue there's no sensible way of carrying a greataxe other than in your hands [leaned over your shoulder, perhaps].)

Viridel of Ashel'delore wrote:
@DM: How does our party's internal initiative go by this new initiative system? By whoever posts first?

Generally in posting order, though I might shuffle things around based on what is dramatically appropriate or whatever is the most advantageous for the players. If we were at the table, you'd be able to coordinate and delay turns more effectively than in PbP, which I try to take into account. If there was, for some reason, a situation where it mattered which PC went before the other (such as if they were competing over something), the player with the higher initiative roll would go first.


Male Half-Orc Paladin (Tortured Crusader) 13 HP 134/134 |DR3/-| AC 32 | T 15 | FF 31| CMD 34 (33 FF)|| SPD 20ft| Init +1 | Perc +20,| Darkvision | F +17 | R +11 | W +17 | (+4 to saves subject to Endurance)

The thing is I have to take a move action to activate my shield’s animated property in order to wield the axe (since you can’t one-band a greataxe. If it was just a matter of drawing the axe, I probably wouldn’t have worried about it, but it seemed like cheating a bit to have taken a move action before my turn, just in time to suddenly and unexpectedly be hurled through the air. I also thought about shield-bashing the Retriever, but then I’d lose the AC bonus this turn and that didn’t seem worth it.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

Yeah, definitely not going to lie--the falcon punch was pretty boss.

I'm satisfied with the results of this encounter. We can definitely work as a team.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

I forgot to ask something. While my Arcane Sight was on, I could focus on people to learn their capabilities (casting type, maximum spell level). What is Vost like?

Arcane Sight wrote:
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

Grymwold, your last post just about slayed me.

Also, everyone, please feel free to ignore my spoilered Sense Motive checks. I'm enjoying them and can't seem to help myself.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100
Anethra Katal wrote:
Grymwold, your last post just about slayed me.

My gruff dwarf is a bit of a cliche. But I like him anyway.

@EJC nice to be in a pbp with you again. Our last one together was RA with your Ogren YEARS ago. This is sooo much better. Kudos to all for the strong start to this pbp.


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

Yeah dude, I saw that you hung in there for ages with RA. A pity the DM ended up ghosting, but that's the way with all things.


Maps | Monsters | NPCs

Do let me know if my posts get too long. I have some issues with brevity. :P


INACTIVE

I used to write 3-page responses on my old forum (that was normal for people on there), so I also struggle with slimming down my posts. I often have to rewrite my post to cut out huge swaths of what I've originally typed up.


INACTIVE
Grymwold the Shieldstorm wrote:
Grym doesn't yell. Merely expresses his opinion which is tinged with disgust for Magic wielders who choose to summon evil fiends into this realm. And even worse not be able to control them. He certainly would not be intentionally rude to Laree An, Elann, or Viridel.... He has a good opinion thus far for the women Viridel chose to bring along. But he's a low cha dwarf so things may not come out as eloquently as he would like like

As a player, I didn't imagine he did really yell at her. I figured it was more of a "you've got ta be jokin'!" :) I did take into account the words he used as well as his exclamation and subject matter. Charisma did play a part, but I was mostly focusing on his words. In any case, she isn't so invested he's damaged their relationship. She fully agrees that the child gets what she gets. That is Laree's honest position in being neutral alignment. The only true thing she is opposing here is that Laree understands many young offenders end up dying in this school and she's trying to preserve a life. Punishment is 100% deserving to her mind, just not at the penalty of death. In her mind, the vicious stab/back/slam she took from it and almost dying in gasping, screaming horror is sufficient to not deserve the punishment of death for what she's done. :P


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

I don't usually do this, but I think it's necessary when I'm playing Viridel. Coordination between characters is usually important, since it facilitates proper synergy and teamwork.

Here is a general breakdown of my abilities that detail my combat and narrative capabilities for the party's use. I likewise encourage the rest to do a similar breakdown so we can cover one another's weaknesses and enhance our collective strength.

For Clutter:
Viridel the Archseer is a support-based arcane spellcaster, with the following abilities:

Forewarned. Viridel raises the collective initiative of the party (since we go by group initiative). If this proves to be not useful, I might petition the DM to roll on separate initiative, since I'm usually pretty active and need to drop a significant spell.

Foretell. Viridel's Foretell gives all his allies a +2 (for himself a +3 because of his trait) Luck bonus to all attack rolls, saving throws, and skill checks. This can be reversed to inflict a flat penalty on all enemies instead. It has good range, and doesn't require an action. I have about 13 rounds per day of this ability.

Prescience. Viridel can reroll any d20 16 times/day, but only for rolls he participates in. So usually attack rolls, saving throws, and skills.

Scry on Familiar. Viridel's familiar (the white hawk Asniroth) is quick and perceptive, and Viridel can scry on him 1/day. This can be useful for a free scry without using spell slots.

Use Magical Device. Viridel is an absolute beast in using magical devices with an unmodified +25 on UMD. If you have scrolls or devices that you might need him to activate for your action economy, he can cover you.

General Skills. Most of Viridel's knowledge skills are maximized, and he has constant See Invisibility and Darkvision slapped on his already high Perception and Sense Motive skills. He is not the face per se, but could be the ear or eye of the party. The Arcane Eye spell can usually enhance his ability to detect magical traps, and although he can't disable them normally, he can definitely notice them. Also he can make a hell of a good cup of joe (+17 to make coffee).

Spells. The meat of the guy. He is filled with support and utility spells, of which I'll deploy the following:
Remote viewing/information gathering. Scry, greater scry, Legend Lore, modify memory, and true seeing allow us to be one step ahead of the enemy
Utility. Control weather (I think it's one of those 'my character would do it', but I'm definitely using the slot for something else, Wall of Force, Arcane Sight, Invisibility, Detect Thoughts, Dimensional Door (up to 5 bois), Overland Flight (what makes him float all the g&+!#$n time), telepathic link (useful for in-character communication without letting anyone else in), and project image (to attack while being safe)
Counters. dispel magic, heightened daylight (vs. fiend-created darkness), magic circle vs. evil, communal protection from energy
Buffs. Haste, Grand Destiny (one of the few spell I know of that can buff for a flat competence bonus: +4 up to 3 times/spell), Telekinetic Charge (I think I will reserve this for Bayard once he deploys his shield since Grymwold is best at medium range), Heightened Awareness (Knowledge and initiative buff), Mirror Image, displacement, heroism
Debuffs. Grease, Glitterdust, Slow, dazing snapdragon fireworks (dazes a target on a failed save, can throw as a move action)
Protections. Ablative Sphere, chains of light (a combined save or suck paralysis + no dimensional travel or slipping away)
Damage. Magic Missile, Aqueous orb, cloudkill, dazing fireball (3 rounds daze), cold ice strike

I also have a contingency to cast greater dispel magic if he can talk.

My default action plan is to buff the party with Haste if we outnumber them or are equal (or the enemy with slow if they outnumber us), telekinetically charge the melee master for a free attack so they can make a full attack on their turn, and maybe drop a cold ice strike or debuff as necessary.
I have a theoretically good AOE lockdown of Dazing Fireball first round and then Cloudkill for mass deletion.
I also have a theoretically good anti-personal combo of Aqueous Orb to clump several creatures together (standard action), move it into the most number of targets I can get (move action), and then drop a Cold Ice Strike (swift action cast) to hit them all at once. If none of them manage to escape the next round, a Fireball on the next round might.
If that fails, Asniroth can fly and carry a Plane Shift in its claws, delivering the touch spell to shift a target from this plane to another.
Viridel is pretty capable in piercing spell resistance, so I think we don't need to worry. If we do, I have some consumables that could shift the odds to our favor.

The default plan above (haste the party/telekinetically charge the fighters/cold ice or debuff the enemies) can be changed up radically according to the circumstances. I have a bunch of wands for haste, slow, shield, and blur, which my familiar will use if I need to keep my actions free for a dispel magic, protection from energy, or daylight, but will try to be consistent if anyone needs anything. For other effects, I have some scrolls (in my sheet) that could help if we run into some things I didn't prepare for.

I hope your understanding of Viridel's abilities are clearer (hah, divination joke), and I am fully prepred to talk tactics.

Laree I think I need to understand, since it looks like there are some moving parts in her build.


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

I'll echo Viridel's sentiment, and congratulate you on the descriptions of the various halls, DM. What a wondrous setting, and your words really bring each one to life. And please, I hope nobody feels compelled to shorten their posts on my account - I love the quality of language on display in this game.

@Viridel: excellent guide, if perhaps a bit overwhelming. Viridel is truly formidable. I'll attempt the same below, but my crunch is far less impressive.

For Clutter:

Anethra is flexible. She can support, heal, neutralize big bads, act as the Scout or the Face.

Master's Illusion: I can create an illusion that hides our group's appearance for 13 rounds. Effectively functions as the spell Veil. Rounds don't have to be consecutive.

Skills Good Diplomacy (+18) and Sense Motive (+19) allow me to be the Face. Knowledge Religion is predictably high as well (+18)

Spells Full cleric list. I'm open to suggestions as to which spells I should take come go-time, but plan to roughly emulate what I currently have listed in the Spellcasting section of my sheet. A mixture of buffing and healing (remove fear, remove paralysis, restoration, symbol of healing, infernal healing (greater)), debuffing (dispel magic, silence, hold person, invisibility purge, vision of hell, unholy blight), attacks (destruction, hellfire ray, slay living) and planar related spells (planar ally, banishment, blasphemy).

Potential scout: Stealth +19, constantly under a nondetection effect, can cast invisibility at will (puts Stealth at +39), all of which reinforces potential scouting abilities.

Channel negative energy: Can release a 7d6 blast four times a day.

Default action plan: very case dependent. I've never played high level games, so would probably evaluate which spells are most useful in any given situation, and either attempt to neutralize a big bad or buff allies.


Maps | Monsters | NPCs
Laree An wrote:
Laree will gain insight on the Hall of Wards.

Sorry if I wasn't clear enough on that front, but the Hall of Wards is inaccessible. You'll need to choose another Hall.

Viridel of Ashel'delore wrote:

Viridel will roll an Arcana check channeled through divination, which I think can be used to represent his skill at making prophecies or predictions. If another skill check is more appropriate, feel free to change it. Asniroth, due to its enhanced intelligence, will be Aiding Viridel for a +2. To be clear, I'm not examinign the auras, but more tapping into the latent power of divination in the school to learn what it knows, or perhaps see a vision or two

[...]

I think I just broke 50. What do I learn? I will then comment on the Harrow findings. If I need to cast an actual spell like Legend Lore to get what I'm rolling for, I can, but I'm not sure I am allowed to.

You can't aid on skill checks you couldn't pass yourself (thus excluding most untrained Knowledge checks), but since Asniroth shares all your skill ranks, he can assist directly using Knowledge (arcana). Does Viridel have a question in his mind as he does this? Obviously, I'll take the roll into account when searching the Hall later, but for the purposes of visions I'd like to give you something at least marginally relevant to your interests.

As for the Harrow, you can assume Viridel knows the basic meanings of all the cards, and the fact that all of them might not be relevant for every reading. In particular, a one-card reading is terribly innaccurate, even if it might be more expedient than a full spread.

Anethra Katal wrote:
(Casting True Seeing within the Hall of Lies. Not sure how that affects my attempt to understand the nature of the place with my roll below.)

It definitely helps! For the purposes of shortening the search time, I'll count it as a +10 on your roll. Do remember to pay the material cost for the spell.

Bayard the Axeman wrote:
I suppose I should roll the skill check, shouldn’t I? lol

Thank you, I was just about to ask. :D


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)
GM Neirikr wrote:

It definitely helps! For the purposes of shortening the search time, I'll count it as a +10 on your roll. Do remember to pay the material cost for the spell.

How do you want to handle component costs? Just deduct the gp from my reserves, or have me actually purchase every material component ahead of time, or...?


Maps | Monsters | NPCs

I'm fine with assuming you've got all the necessary spell components without the need to list them all out, as long as you've got the money to pay for them. Your characters are smart enough to prepare, even if the player has missed a detail in the spell description, and it doesn't really matter if your wealth is in gold coins or diamond dust (or in this case, magical eye-drops :P). Of course, there are times where this might not make sense in the narrative (such as if you learn a new spell from a scroll in a secluded place, with no room for preparation or going out and casually buying the components).


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Re: Viridels post on teamwork and tactics

Grym as a pure Martial is less complicated than a full caster. His main tactic is to shield bash, with each successful strike provoking a Bull Rush check. If a Bull Rush is successful he'll 5ft away from the opponent and switch to ranged attacks. This should allow him to avoid getting full-attacked some of the time by requiring enemies to use a move action to get back into melee range with him while he can constantly full-attack at range or melee.

Against villians that Bayard and Grym both threaten ideally Grym should wait to post until Bayard has attacked in case the Bull Rushes pushes the villian out of Bayards full-attack range. "Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you)"

The max range of Gryms Shield tosses is 150ft, although he can double that if necessary with Martial Flex.

@Virdel the one instance where Grym would be a candidate for Telekinetic Charge would be vs full casters. As he will Flex into Combat Reflexes and Pin Down in addition to his Disruptive and Spellbreaker feats making life quite difficult for casters. Otherwise since he full-attacks at range I'd prefer you save the TKC's for Bayard as you stated.

Grym has Martial Flexibility 6/day allowing him access to some interesting feat combos. Here's a copy of the notes I posted to his char sheet as a reminder to myself. So while quite Flexible, he can only use that Flex 6/day so I like to save it for when it really has an impact

Martial Flex notes 6/day:

vs swarms= Rat Catcher

Vs Incorporeal= Ghost Slayer

Vs general, same type= Dedicated Adversary, +2favored enemy

Vs 3sizes larger= Poised Bearing

Vs casters= Combat Reflexes, Pin Down or Teleport Tactician

vs spells= Shatterspell, and possibly AWT Abundant Tactics

Warrior Spirit: training, bane, Ghost Touch, Underwater, Life Surge, Speed, etc

Item Mastery options via AWT Item Mastery
Suggestion
invisibility or undetectable alignment
cure critical wounds or breath of life
bestow curse
dispel magic, but only to perform a targeted dispel
Fly
minor image
Lesser Restoration, remove blindness/deafness or remove paralysis
Telekinesis
dimension door
see invisibility

Grym doesn't bring much to the table for Skills other than a maxed out perception +24.
Survival +12 meh

Re: Marching order. I see 2 viable options.
A) Grym and Bayard up front, squishy casters in the rear.
or
B) Bayard point. Grym rear-guard. I think this might be better as it will protect the squishy casters from getting attacked from the rear and since Grym has ranged attacks he will still be able to full attack.

When breaching a doors Grym will still want to be up front with Bayard but while exploring in hostile territory I think having Grym as rear-guard will be a good idea to protect the casters.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

@Anethra: I like the veil, as well as the clerical support. I dont think we need to go into specifics for teamwork abilities, since Anethra is indeed flexible (especially after we examine the threats and cover our bases. We might need Find Traps and maybe a conjure or two to absorb the inevitable traps we run into, but that’s all that comes to mind.

@Grymwold: Indeed, I think that Grym is best on the back lines, especially since he can move up to close gaps with our flanks from that position. I also agree with Martial Flexibility to turn into an anti-mage disruptor, with the rest of us on the actual foes.


INACTIVE

Combos With Viridel:

Luck bonuses really benefit me, as I have fate's favored, so Fortell is amazing.

Daylight is great for me when I utilize my Dendrite Mutagen, as I gain fasthealing in such light.

I have immunity to cold, so tomorrow, I may switch my free action resistance to electricity, and then you can communal protect us from fire, which is the more common element to be attacked with. With acid resistance 5, I should be well guarded.

I have communal delay poison if you want to drop a poisonous cloud of some kind.

I also have a ring of counterspells that I would love to have your greater dispel cast into it (likely already happened by this point).


Combos with Anethra:
While status effects are what generally affect other players, Laree is immune to nonlethal, cold, paralysis, and sleep. So anything that you have that converts damage to nonlethal would be beneficial. Any spell that would give protection from instant death effects would be handy as well.
Resurrection would be nice ot keep handy and I think Banishment type spells are truly useful in this situation.
If your cast invisibility at will is for others, there is no reason for us to ever be visible during our challenge. If it is only for yourself, I would constantly remain in that state to remove yourself from being a target.

I would suggest you focus on buffing the party and removing status effects more than save or suck spells as your DCs aren't very high for 13th level, comparatively.

I would also consider getting a Stone to Flesh spell of some kind.

Perhaps keep in mind some spells also to deal with high-level constructs or swarms, as these can be bothersome.

Combos
Obscuring Mist is amazing for me, as Laree has a ghost mask, meaning she can see through fogs/smoke. This should be one of the first things you drop on the battlefield in my opinion. This will also force opponents to move in and meet with Bayard's axe.

Laree's combinations come from her ability to chuck bombs. Obviously, as witnessed, she can heal for 19 rounds a day if she has enough potions/extracts, healing 7d6 in 10ft squares if needed. Elann also has a limited ability to do this type of healing as well.

While many monsters at this point have freedom of movement, if they do not, her bombs can create a tanglefoot bomb that lasts for 13 rounds that makes ground difficult terrain for a 45 ft radius and entangles with a RefDC of 22.

Laree has a mutagen, but so does Elann, and both can be shared. If one of our frontliners wishes, Elann can share her mutagen, giving a +4 NA, +2 alchemical physical bonus and -2 to the corresponding ability. You also would get fast healing 1 if in bright light. Both Elann and Laree can bask your character in light with their bottled sunlight magical item.

With Rapid shot, Laree can throw multiple bombs per round, hopefully keeping everyone up.

As you witnessed, she also is capable of massive damage with her bombs. She also has the ability to utilize force bombs if needed (such as in the case of immunities to fire).

Spells that really help Laree are spells such as Ablative Barrier, or any spell that would convert magic energy of one type to another, as she is immune to cold and non-lethal.

----------------

I think our weakpoints right now may be constructs and high-level swarms. If we have ways to deal with those, then that's great.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Re Mutagen : how many do you get per day? Obviously these are a great benefit for either martial.

Vs swarms, AOEs do extra damage. So Viridels fireballs will be nice UNLESS fire resistance is in play.

@Anethra for Clerics keeping one spell slot open of each level gives Clerics a lot of flexibility


INACTIVE

From what I understand, there is no limit to the number per day I can make. They just take an hour to make and cannot be effective if she makes multiple. So if Laree is using one actively, she can't make one for someone else. It would cancel the effect. Elann could make one for one person, and Laree for herself, as they are two individual people.


Male Half-Orc Paladin (Tortured Crusader) 13 HP 134/134 |DR3/-| AC 32 | T 15 | FF 31| CMD 34 (33 FF)|| SPD 20ft| Init +1 | Perc +20,| Darkvision | F +17 | R +11 | W +17 | (+4 to saves subject to Endurance)

Bayard is built to be tough and powerful, if not as fancy and multitalented as the casters. He's especially effective against evil outsiders, with his evil outsider bane axe, Creature Focus Evil Outsider, and the ability to put Holy on his axe. And also smite. But then there's Power Attack and Vital Strike, so he's also effective against non-outsiders. He also has Cornugon Smash and +17 to Intimidate, so may be able to debuff some foes that way. His spells are mostly self-buffs: Bless Weapon*, Divine Favor, Blade Tutor's Spirit, Ironskin, Angelic Aspect and Greater Angelic Aspect. I'm open to changing those a bit, I've never played a paladin of such high level before and am not terribly familiar with their spell list. Also I have Diehard and 8d6 Lay on Hands 12/day, so I doubt anyone else will need to heal me. (Unfortunately my archetype means I can only use LoH on myself, so I'm not really a healer.) I've also got some minor energy resistance, from the Paladin favored class bonus (spread among all available types) boosted by the Unscathed trait (that resistance will be further boosted by Angelic Aspect), and DR 3/- for non-energy damage. And AC 30, saves 17/11/17. Then of course as a paladin I'm immune to fear, charms, and disease. So hopefully I can tank and dish it out.

*Come to think of it, using the Holy weapon enchantment already makes my weapon Good-aligned. Maybe switch this out?


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

@Laree An

Dendrite Mutagen, Greater: +4NA, +4 Physical Score and +2 Physical Score, -2 to two Mental Scores. Gain Fast Healing 3 in bright light.

Experimental Mutagen: Benefits others. If given to someone else, it gives half the ability bonus with no nauseating side-effects.

Looking at this it appears mutagen when given to someone other than yourselves will be +2NA +2 and +1 Physical scores, -2 two mental scores and Fast Healing 3 in bright light... not +4, but still good.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

@Laree: Foretell to buff it is, since it benefits most as the luck bonus. Anyone who also has luck bonuses should remember that they don't stack.
I don't know if Delay Poison could help against Cloudkill friendly fire. We would still be exposed to the effects when the spell's duration ends, and Viridel can't dismiss the spell to keep the damage away, unless the DM can correct me. But you could benefit from this spell, though I can't recommend it as I only have one source of poison damage, so it might not pay off as much as expected.
I would definitely toss a dispel magic into your ring. Consider it done.
The healing abilities would encourage us to clump together. Viridel's communal anti-fire could prevent the worst in case of a fire spell, but it's still safer to spread out (limited by room-space of course).
Whenever Viridel drops a Daylight, we can maximize benefit with the mutagens.

@Bayard: I think Scales of Deflection could work to cover your Touch AC, and Blade of Bright Victory in case we run into ghosts which most martials have problems with, and as far as I know, smite evil doesn't bypass incorporeal. A last nice buff that could work for Grymwold is Righteous Vigor, which synergizes nicely with his flurry, and Viridel can take the action economy hit by launching you ahead to the last spot the target would be pushed (since the spell buffs (stacking) attack rolls and temporary hit points, which would translate to bull rush attempts, which translates to targets being so far it hurts to look at xD).
But if Grymwold's accuracy is good enough, and if we're comfortable with Touch AC and weapon choices, I think we can work well together without changes.

We're all still new, but I have confidence in us.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)
GM Neirikr wrote:
You can't aid on skill checks you couldn't pass yourself (thus excluding most untrained Knowledge checks), but since Asniroth shares all your skill ranks, he can assist directly using Knowledge (arcana).

Oh, I thought sharing my skill ranks made him trained.

Anyway, in poetic terms, Viridel wants to tap into the strands of prophecy, vision, and to the 'things that were, things that are, and some things that have not yet come to pass'.
In practical terms, he wants to gain enough insight from the Hall of Seeing to find the Key-light (definitely), but primarily the worst fates of the students/festival attendees. Any last words, hints of dangers, lingering regrets, or revelations they gleaned at the last moment. Honestly, I'm happy with several rumor-type pieces of information, with the obligatory (some false, some true, some vague).
Again, if I need to drop Legend Lore, I'm ready and have already purchased the components.


Maps | Monsters | NPCs
Viridel of Ashel'delore wrote:
Oh, I thought sharing my skill ranks made him trained.

It does. My point was that since he's trained, he doesn't have to aid using an ability check.

Viridel of Ashel'delore wrote:

Anyway, in poetic terms, Viridel wants to tap into the strands of prophecy, vision, and to the 'things that were, things that are, and some things that have not yet come to pass'.

In practical terms, he wants to gain enough insight from the Hall of Seeing to find the Key-light (definitely), but primarily the worst fates of the students/festival attendees. Any last words, hints of dangers, lingering regrets, or revelations they gleaned at the last moment. Honestly, I'm happy with several rumor-type pieces of information, with the obligatory (some false, some true, some vague).
Again, if I need to drop Legend Lore, I'm ready and have already purchased the components.

Okay, thanks for the clarification. Legend lore doesn't look like it'd apply here, so save it for now.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

@Bayard if I were you before going into the Necromancer hall I'd want to buff with Scales of Deflection, Bright Blade of Victory and Death Ward. Maybe not all of those. But I'd definitely consider some or all of them.

@casters ... before going into the Illusion Hall True Seeing seems like a no brainer.

@Anethra... Death Ward will be nice for the Necromancer Hall.
If Bayard does not take Bright Blade of Victory, Ghostbane Dirge Mass will be nice as well.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

And I may as well continue my Undead Paranoia.....I'm pretty sure as a party we don't have Diamond Dust which is necessary for Restoration 1k per, Resurrection 10k per casting.

@GM any way after the tour we could get an advance from the headmaster in Diamond Dust? It would be in his interest to see us well equipped. Say half our reward up front, the other half upon completing the Breaching????

It will be quite annoying for Grym to battle half the module with 8str lower from strength drain or multiple negative lvls because we lack Diamond Dust for Restorations.

It's so easy to forget to load up on material components when starting a new pbp at higher levels

@Viridel Righteous Vigor is a GREAT spell for Grym. But Paladins have so few spells, I'm fine with Bayard keeping all his spells for self-buffing.

Anti-Incorporeal Shell:
Anti-Incorporeal Shell
School abjuration; Level cleric 4, shaman 4, witch 4

CASTING

Casting Time 1 round
Components V, S, DF

EFFECT

Range 10 ft.
Area 10-ft.-radius emanation centered on you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance yes

DESCRIPTION

You bring into being a mobile, hemispherical energy field that incorporeal creatures cannot enter.

This spell can be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

Not sure if that was cast whether Grym could range attack from within the shell without violating the only use defensively clause of the spell. If he can, that's a great way for us to battle incorporeals safely


Maps | Monsters | NPCs
Grymwold the Shieldstorm wrote:

And I may as well continue my Undead Paranoia.....I'm pretty sure as a party we don't have Diamond Dust which is necessary for Restoration 1k per, Resurrection 10k per casting.

@GM any way after the tour we could get an advance from the headmaster in Diamond Dust? It would be in his interest to see us well equipped. Say half our reward up front, the other half upon completing the Breaching????

It will be quite annoying for Grym to battle half the module with 8str lower from strength drain or multiple negative lvls because we lack Diamond Dust for Restorations.

It's so easy to forget to load up on material components when starting a new pbp at higher levels

To quote my previous to last post:

GM Neirikr wrote:
I'm fine with assuming you've got all the necessary spell components without the need to list them all out, as long as you've got the money to pay for them. Your characters are smart enough to prepare, even if the player has missed a detail in the spell description, and it doesn't really matter if your wealth is in gold coins or diamond dust (or in this case, magical eye-drops :P). Of course, there are times where this might not make sense in the narrative (such as if you learn a new spell from a scroll in a secluded place, with no room for preparation or going out and casually buying the components).

As for negotiating an advance, you probably should have done that when you we're... well, negotiating. You could attempt to get another meeting with him if you'd like, but he considers the issue settled.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Damn... One of you smart characters should have thought of this lol


INACTIVE

Inside of her portable hole, Laree has a spare body clone that if she dies, will come to life, so she's hopefully okay. :P


Full Image | Constant: Nondetection, darkvision 60 ft. | HP: 68 | AC 28/16/25 | +12 F, +12 R, +20 W | Resist 5 cold, electricity, fire | CMB +9 CMD 25 | Spd 20ft | Channel (4/day), Darkness (1/day), Sudden Shift (9/day), Copycat (9/day), Master's Illusion (9rounds/day)

Another stellar post, DM. I'm starting to feel spoiled.


INACTIVE

I was just thinking the same.


Male Elf (Fey-Touched); Hit Points 85/85 Wizard (Prophecy) 13, AC 21, FF 17, Touch 20, low-light vision, darkvision 60 ft., see invisibility, saves +9 F, +11 R, +12 W; +2 additional vs. enchantment effects, CMB +10 CMD 20 | Spd 30ft, Fly 40 | Prescience (16/day), Foretelling (13/day)

Definitely the same. I remember reading descriptions of the Academae, but I've never seen it breathed in with so much life.
Now I want to see their bathrooms, dorm-rooms, strange features (staircases, portraits), interact with their students, staff, and learn its history, legends, and secrets.

As for the spells, this might be the last time before we can change up features or items. I think I'll change up Control Weather and Project Image, but I'm otherwise good to go.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100
Anethra wrote:
Another stellar post, DM. I'm starting to feel spoiled.

I'm very much enjoying/getting used to being spoiled :)

Additional spell suggestion that I've found to be useful and hopefully one of the casters will prep: life bubble, Divine OR Arcane:

PFS Legal Life Bubble
Source Advanced Player's Guide pg. 230
School abjuration; Level arcanist 5, cleric 5, druid 4, hunter 3, occultist 4, oracle 5, psychic 5, ranger 3, sorcerer 5, warpriest 5, wizard 5
Casting
Casting Time 1 standard action
Components V, S, M/DF (a bit of eggshell)
Effect
Range touch
Target creatures touched, up to one/level
Duration 2 hours/level; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.

Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).

When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.

@Anethra Inspiring Recovery is less well known than Breath of Life (which is basically a spell-tax for Cleric AKA mandatory) but while it is one level higher, it has the advantage of being a ranged spell, unlike the touch range of Breath of Life, and has some nice morale buffs as a bonus.
Please consider it if you have space on your spell list. It's ALWAYS useful.

Inspiring Recovery:

School conjuration (healing) [mind-affecting]; Level cleric/oracle 6, hunter 4, inquisitor 6, paladin 4, ranger 4, warpriest 6

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)
Target one target creature and all its allies within 60 feet; see text
Duration instantaneous and 1 minute
Saving Throw Will half (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death’s reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8).

This healing can even bring back to life creatures that have been dead within the previous 1 round (but they cannot have been dead for any longer). If you apply this spell’s healing to such a creature and its hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If you awaken a dead creature in this way, all allies of that creature within 60 feet who can see it regain consciousness gain a +2 morale bonus on attack rolls, damage rolls, and saving throws for 1 minute thereafter, as the healing powers of your deity have imbued them with renewed vigor.

Creatures killed by death effects cannot be revived this way. This spell deals damage to undead creatures rather than curing them, and it cannot bring them back to life.

@GM As much as it pains me If you approve I'll reduce Grym's Cloak of Resistance from +4 to +3.
And the 7k saving will be converted to Diamond Dust/Diamonds for Restorations etc. It's so easy to forget budgeting for this during higher level character creation, but I can't imagine going through a module where needing Diamond Dust for a spell like Restoration won't be needed

@Viridel
Grym will loan one of his CLW wands (he has 2) to Viridel so he can keep Grym topped off.

And Grym will tell Viridel about the Diamond/Diamond Dust in his haversack in the unfortunate case that a Raise Dead on Grym becomes necessary. Viridel knows that's where Grym keeps such items from past experience...But just a reminder as it's been awhile since they've adventured together.

@Bayard one reason I find battling fiends more enjoyable than undead is the ability to Intimidate them with Cornugon Smash. I love it when my holy warrior scares the evil villains, which is so appropriate for a paladin. Enjoy!

@Laree An...Yes, Grym would like one of the mutagens. :)


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100
Bayard the Axeman wrote:
The thing is I have to take a move action to activate my shield’s animated property in order to wield the axe (since you can’t one-band a greataxe. If it was just a matter of drawing the axe, I probably wouldn’t have worried about it, but it seemed like cheating a bit to have taken a move action before my turn, just in time to suddenly and unexpectedly be hurled through the air. I also thought about shield-bashing the Retriever, but then I’d lose the AC bonus this turn and that didn’t seem worth it.

re Greataxe:

I can't imagine how one would sheathe a Great Axe. (of course there's magic sheathes etc) But other than that, I imagine you walking around with the axe being held over your shoulder with one hand. I don't think occupying that one hand with the axe would preclude you from using the move action to release the animated shield.

I think it would go like this:
Nice hulking, scary paladin is walking around minding his own business, Great Axe held casually over his shoulder
Lo and BEHOLD...Looks like evil is afoot!
move action= release animated shield
free action= grasp axe with both hands
standard action= paladins choice


INACTIVE

They would typically utilize Axe Frogs or thick leather bands across the back that had a loop you guide it into, depending on the size. However, it still would take longer than a sword to draw, so they'd often just pull it out when expecting battle and have it over the shoulder then. I'm sure it works that way to some degree in the game as well.

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