GM NovelEngima's Gameday X 2-21 In Pursuit of Water (Inactive)

Game Master asdffghjkl01

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Kevan Bokoloff Uplifted bear scholar technomancer 6 | SP 29/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 | Speed 35ft, Climb 15ft | Active conditions: None.

I can attempt to do that next round (assuming that they are alive)


Kevan Bokoloff Uplifted bear scholar technomancer 6 | SP 29/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 | Speed 35ft, Climb 15ft | Active conditions: None.

Hey, I might not be able to post tomorrow. Please bot me if needed.

My next action would be:
move towards the captive,
swim and try to save them: Athletics +5+1(with level bump)


B19 Grim Tidings ||

I will tell you this about Fire-Face: He isn't in the initiative track.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

I was just about going to ask about that?


B19 Grim Tidings ||

@Perian Trilling does your familiar get any abilities? You can repick every day so you could give him Skilled: Desert Lore to navigate for the group. You still have the long half of the journey left.

Horizon Hunters

CG male sprite (melixie) summoner 2 HP 11/32 | AC 15 | F +9 R +5 W +7 | Perc +5 | Stealth +5 | Hero: 1/3 speed 20 (40) ft | focus 1/1 | spells 1 heal, befuddle (2/2); C (1st) electric arc, guidance, light, ray of frost, stabilize | Active Conditions: ---

Oh, that's a really interesting though! I forgot that you can can them every day.

Yeah, I'll give him desert lore instead of his fast speed after we rest.

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

Yes, fireface isn't in init, but I thought of the possibility that someone far far away is speaking through the fire. So final boss is claiming to get stronger every time we take damage.


B19 Grim Tidings ||

Meant to give you a hero point once you finished traversing the desert, so here, have one hero point.

I don't give it to one player in particular as it's too hard to choose a single person to get it. Share it to anyone that needs it.


B19 Grim Tidings ||

I don't remember seeing anyone saying they are using a light source, but as a reminder, the rest of the ruins are dark, requiring darkvision or a light source to see. I don't think everyone here has darkvision, so I'm assuming there is a light source among you.

Horizon Hunters

CG male sprite (melixie) summoner 2 HP 11/32 | AC 15 | F +9 R +5 W +7 | Perc +5 | Stealth +5 | Hero: 1/3 speed 20 (40) ft | focus 1/1 | spells 1 heal, befuddle (2/2); C (1st) electric arc, guidance, light, ray of frost, stabilize | Active Conditions: ---

I'll cast light on Barty's collar.


B19 Grim Tidings ||

This is a bit of a weird section. It functions like a Chase but in a single room with a chain of hostile events. There are 4 total obstacles to clear before it ends.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Is it odd in all of my PFS games and characters I have never purchased a wayfinder>

Horizon Hunters

CG male sprite (melixie) summoner 2 HP 11/32 | AC 15 | F +9 R +5 W +7 | Perc +5 | Stealth +5 | Hero: 1/3 speed 20 (40) ft | focus 1/1 | spells 1 heal, befuddle (2/2); C (1st) electric arc, guidance, light, ray of frost, stabilize | Active Conditions: ---

You can basically get a free one after your second adventure, now. (Through the Boons tab. It's free through!)

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Are they actually useful?

Horizon Hunters

CG male sprite (melixie) summoner 2 HP 11/32 | AC 15 | F +9 R +5 W +7 | Perc +5 | Stealth +5 | Hero: 1/3 speed 20 (40) ft | focus 1/1 | spells 1 heal, befuddle (2/2); C (1st) electric arc, guidance, light, ray of frost, stabilize | Active Conditions: ---

Well, they cast light and you can often use them to prove you are a Pathfinder. The also work as a compass, which can help with Survival checks. There are also some upgraded versions that are pretty useful.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

That makes sense then, I just never really thought about their practicality in terms of the game.


Kevan Bokoloff Uplifted bear scholar technomancer 6 | SP 29/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 | Speed 35ft, Climb 15ft | Active conditions: None.

They come super handy in combo with aeon stones

1. Aeon stone gets more powerful (resonant power or smt).
2. The stone does not fly around your head -> can't be stolen or disabled in combat

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Very interesting.


B19 Grim Tidings ||
Avonathalanthalasa Caldon wrote:
No, the statement said that disrupt undead could be used as an automatic success. Then it wasn't

That was just my mistake of forgetting that Disrupt Undead was a cantrip and not an actual spell slot when you first mentioned it. My GM sense was "oh, that makes sense, sure" but only because I forgot it was a cantrip so I had to backpedal that statement. You have to actually expend a resource to gain the automatic success. Sorry for the confusion there.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

That makes sebs3.


B19 Grim Tidings ||

You guys came in like a SpecOps team. All you needed was a flash bang.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

I love my dino summinings

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Hui, are you enjoying your staff magus?

Radiant Oath

CG (male) human (aasimar) magus (twisting tree) 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 (T) | Stealth +6 | 30’ | focus 2/2 | hero points 1/3 | spells 1st 1/2 2nd 0/1 | Exploration: Scout | Active Conditions: arcane cascade (force); rime crystal (1rd)

Oh yes, very much so. The mental image of a fighter spinning a staff which shortens or lengthens at will, and through which he can channel his spells, is just so appealing to me.


B19 Grim Tidings ||

We are nearing the final boss fight. Reading over what it is, I'm giving a warning that this could be a tough fight; please be prepared for a potentially rough encounter.


B19 Grim Tidings ||

In case you're confused about the three keys, you would normally use them to open the sealed door that shattered. But, unfortunately, the runes absorbed enough blood to break the seal magically without the keys.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

You just wanted to insult her hair. lol


B19 Grim Tidings ||

Take one last hero point! You may need it for this fight!

Horizon Hunters

CG male sprite (melixie) summoner 2 HP 11/32 | AC 15 | F +9 R +5 W +7 | Perc +5 | Stealth +5 | Hero: 1/3 speed 20 (40) ft | focus 1/1 | spells 1 heal, befuddle (2/2); C (1st) electric arc, guidance, light, ray of frost, stabilize | Active Conditions: ---

Thanks for the heal! I looked at my health after I decided what to do with my turn.


Kevan Bokoloff Uplifted bear scholar technomancer 6 | SP 29/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 | Speed 35ft, Climb 15ft | Active conditions: None.

Yeah, no worries. I am suspecting the creature will keep on running after you ;) so I decided to stay in place. Time will tell if this is a good idea.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

DM, I put a note in my last post about trying to dispel the magical storm. I think I am doing it correctly with a d20+Int Modifier. I am not sure if anything else gets added to that die roll.


B19 Grim Tidings ||

Sorry, with how many moving parts are going on in this encounter, I forgot about the question. You can cast dispel magic and make a Counteract check. A Counteract check is essentially the same as a Spell Attack Roll but against the DC of the ability rather than an AC. See Counteracting

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

I read that description but am unsure as to how it works. So would it be a 14? Do I need to roll to hit?


B19 Grim Tidings ||

The DC depends on the ability you're dispelling. In this case, the sandstorm isn't a spell so we use it's listed fortitude save DC, 19. You then roll 1d20+spellcasting proficiency+ability modifier (1d20+10 for you). You'll notice that this is the same bonus as a Spell Attack Roll, but it doesn't gain any benefits from things that improve or hamper attack rolls like Inspire Courage.

For higher level reference, make sure you're using a dispel magic heightened to at least 1 level below the spell effect your targeting. The sandstorm is from a level 5 creature, so it's a level 3 effect. Since you won't usually know the level of an effect, it's typically a good idea to heighten counteract spells to your highest level slot.

Hope all that information helps!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Yes it does, so my total would be a 29 correct?


B19 Grim Tidings ||

Unfortunately I've just been informed that dispel magic cannot target the sandstorm as it's neither a spell effect nor a magical object. Any alternative actions you'd like to do? Sorry about that, had to check what DC it would be since it has a different one than his spells and that was the information I received

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

:(


Kevan Bokoloff Uplifted bear scholar technomancer 6 | SP 29/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 | Speed 35ft, Climb 15ft | Active conditions: None.

Ugh, ok. So the bad thing happened, Aravon is down. Have no fear he has diehard -> he dies at dying 5 instead of 4. I will make my stabilization check, in spoiler, if someone has a mean to heal me they can make it without seeing my roll.

I would appreciate if you could kill the boss ;) Or if you could take him and his sandstorm off me. As sandstorm damage will move me down the dying path.

Btw. it is a pity that one can't dispel magic this effect, dispelling does not come in handy very often, so limiting this even further is unfortunate. But what can we do.

Btw. from what I know dispel magic is lvl 2 spell and can't be heightened right? That is why in the higher levels it is pretty much useless due to it's limitation related to comparing spell levels


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B19 Grim Tidings ||

You can heighten any spell to any level you can cast. This is mostly useful for spells like Dispel Magic that rely on counteract checks.

"Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell’s level increases to match the higher level of the spell slot you’ve prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell’s level."

AoN page

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

I thought your air reset when you moved out of the sandstorm and ended your turn outside it. I had moved out of the standstorm and then the boss moved me back into it.


B19 Grim Tidings ||
Mandower Steel Strong 2 wrote:
I thought your air reset when you moved out of the sandstorm and ended your turn outside it. I had moved out of the standstorm and then the boss moved me back into it.

That seems fair. If you end your turn outside the sandstorm, you can reset your breath. It'll mean you'll make a new fortitude save at the end of a turn you're in the sandstorm like before to determine if you need to hold your breath again.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

My dispel, had it been able to work, would have been helpful.

Horizon Hunters

CG male sprite (melixie) summoner 2 HP 11/32 | AC 15 | F +9 R +5 W +7 | Perc +5 | Stealth +5 | Hero: 1/3 speed 20 (40) ft | focus 1/1 | spells 1 heal, befuddle (2/2); C (1st) electric arc, guidance, light, ray of frost, stabilize | Active Conditions: ---

Barbarian might just save our bacon!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

With a little help from your friend and mine, Rappy the Raptor.


B19 Grim Tidings ||

Chronicle Sheets!

I'll be sending in the report to the gameday crew shortly.

Horizon Hunters

CG male sprite (melixie) summoner 2 HP 11/32 | AC 15 | F +9 R +5 W +7 | Perc +5 | Stealth +5 | Hero: 1/3 speed 20 (40) ft | focus 1/1 | spells 1 heal, befuddle (2/2); C (1st) electric arc, guidance, light, ray of frost, stabilize | Active Conditions: ---

Thanks so much for running. That was an intense battle at the end, but a fun adventure overall.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

That was fun! Thanks so much DM and to my fellow players. She leveled up to 5th!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

She is my highest 2E character that I have played, is there any equipment/magical items that she should have? She is only 2 xp away from 6th because of a credit I applied to her (ran the Age of Ashes modules).


B19 Grim Tidings ||

For casters? I don't think there is much they need. I like scrolls, but wands and staves are always good too (keeping in mind you can only use one staff per day).

Secrets of Magic introduced a shadow ring that lets you swap a spell attack roll vs AC to a spell attack roll vs, I think, will saves. I believe the item is level 10 and it has dubious value, but it is an interesting item.

As a universalist wizard, upgrading your weapon for Hand of the Apprentice can be a valuable investment. Striking runes and the like make it hit harder.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

That is an idea, I hardly use hand of the apprentice but that might not be a bad thing to do. She can scribe scrolls as well as make wands.

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