Price of Immortality: Masks of the Living God

Game Master polyfrequencies

The young heroes of Kassen have decided to see with the Cult of Razmir in Tamran has to do with the events at the Crypt the Everflame. With the city's blessing, they have infiltrated the Cult. But what they find will test them...

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Sunday, 22nd of Neth, 4709 AR, Tamran
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Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

Russiet favors Nicolette with a short bow, holding out her shield and sword to either side as she dipped forward. "You honor me." she said with newfound tact. Apparently, despite her earlier poking Russiet would act with respect when it came to the duel itself.

Her bow given, she steps out to the side and brings her sword snapping up in a salute. Her shield easing into place as she took her fighting stance.

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

Russiet waits for Nicolette to ready her defense, not trying to take a cheap point right off. She didn't have much practice trying to strike glancing blows with her dueling sword, but she gave a twist of her wrist to send her blade darting out to side. Then, as she stepped in against Nicolette she struck forward and the blade came whipping in toward the side of the warrior's head.

Nonlethal: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 2 ⇒ (8) + 2 = 10


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Given our timing, having just come to the boat from grabbing her things. I don't believe Nicolette will be in armor, but this is less about who will win and more about showing combat capability anyway. Her AC should be easier to hit then, being a 16 (4dex with rage+1combat expertise+1guardedstance) after this round.

The sword clearly has strength behind it. Surely it would have hurt her, however, with Nicolette's readiness, it doesn't find purchase and ends up swinging wide. Nicolette thrusts herself forward, utilizing the Captain's advice when she sees the opening. Perhaps she can bind up this fighter?

Move Action: Guarded Stance
Grapple: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Calaithes steps dangerously close to the combatants and calls out "Hold. Perhaps I can make it more interesting? Harder for both of you? A protective hex. Nicolette is familiar with it, but now I can maintain the effect and use it on multiple people at the same time?" If the fighters agree he activates the hex on Nicolette first, then starts his cackle. He targets Russiet second then disappears. "Go ahead!" You can still hear the cackle though so you know he is still there.

If allowed he uses Protective Luck on both, then starts his cackle hex to maintain it on both. Both will have to roll to hit twice and take the lower roll.


Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

Russiet ends up sliding back from Nicolette and shoving her away with her shield. In that brief window she gets her blade tip up enough to dissuade Nicolette another attempt. It was then that Calaithes steps in, and Russiet takes a step back. "It is incredibly rude to interrupt a duel." she points out with a frown, "But if Nicolette agrees I will as well."


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Nicolette chuckles at the interference. She recalls Asar fumbling about trying to hit her. If she had a better relationship with Russiet, she would have welcomed the interference as it would be interesting. As it is, she shrugs and says, "Perhaps not now. I want to see him at his best, not his worst...and let me tell you..." she directs to Russiet. "...under Calaithes' effects, you will definitely be fighting at your worst." She gestures calmly to her friend. "Next time though...most definitely. I want to feel what it is like under these effects of yours."

When Russiet is ready, Nicolette will take to fighting again, but out of courtesy, will let Russiet take the lead in his movements.


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Calaithes nods with a smile to Russiet's annoyance. "Duel? I thought the intent was sparring? Perhaps a little fun mock battle to get to know one another better? But since you aren't interested this time I'll step back and let you continue."

He steps back to watch.


Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

"Very well." Russiet says with a nod toward Nicolette, "Then let us continue!" Her statement is emphasized by a lunge forward paired with an overhand slash. The motion compact and the angle of the slice thin as she makes for another slap with the flat of her blade. This time there was a glint along the edge of the blade as Russiet enhanced her strike with her magic.

Nonlethal: 1d20 + 2 ⇒ (16) + 2 = 181d8 + 3 ⇒ (5) + 3 = 8


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Nicolette is surprised at the speed of Russiet. His sword stings, but she can feel he purposely slaps her with the blade's side with care. She likewise will not destroy him. Taking a cue from Kayle, she will grab the blade with a viselike grip and attempt to rip it out of his hands and use it herself.

CMB Disarm: 1d20 + 7 ⇒ (20) + 7 = 27 If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

Nicolette will pick up the weapon dropped and hold the sword in her hand, ready to swing at Russiet unless he gives in.


Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

Russiet is startled by the attempt, forgoing a potential strike at Nicolette's in sheer surprise. "What do you think yo-" she begins before stepping back as Nicolette rips her blade from her hands. Her face reddens as she realizes what she had failed to react to. At least like a warrior. The duel was over.

"...it is your win." Russiet admits without looking Nicolette squarely in the eye, "May I have my sword back, if you would be so kind?"


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Nicolette holds the blade out, point facing Russiet just long enough to get the point across. When the defeated man accepts his loss, she will adjust and gently hold the sword blade-side down. It is there for Russiet to take if he reaches for it.

"Of course. Good hit. I could feel magic? Something in that hit. It kind of made my arm numb up here. I can only imagine if you were using the sharp end. Thank you for not doing so and showing some self-control."

Her compliments are sincere, but said in a diplomatic way. After he takes the blade back, she will gesture vaguely in the direction of the barge, as if inviting Russiet to go first. On her face is not the all-to-common adulation of a victor. If anything, there is a hint of sadness or chill in her features. It is clear her heart was not in the duel and she did it to appease Russiet's desires. Now that it is over, she will loop her arm in Calaithes and will board the boat.


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Calaithes accepts Nicolette's arm and strolls to board the boat with her.


Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

Russiet takes her blade back, making a point of inspecting the blade and wiping it across her forearm before sheathing it. "Yes, it was my magic." she explains, "The combat style of the dragonheir. I would not want to cut an ally with such a blade." As Nicolette looked to the boat Russiet stood in place. An awkward silence passing before, without a word, she turned to the boat and stepped off.


Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

While we are on a bit of a holiday break (I hope everyone is okay.) I will also be absent for a handful of days. I am moving and will be visiting family this new years weekend.


Hi all. I want to apologize for my extended absence. First things first, I fully intend to keep up with the campaign if you’ll still have me. Second, I’ll offer an explanation. (Posting this to all of my currently active campaigns).

I wish I could say that there was one big thing, but instead it was a lot of small to medium things. Physical and mental health problems, almost 20% of my waking hours spent traveling in the last month and a half, some work-related woes, the stress of the holidays, internet outages, writer’s block, etc. In the few times that I had sufficient time and energy to even look at the Paizo boards, I found myself overwhelmed by the high number of new posts and was experiencing terrific guilt and anxiety about having missed so much. I have been composing this message for a couple of days now, trying to provide a semblance of apology.

And now I am trying to catch up in earnest.

Thank you for your patience with me, especially those who reached out here or on Discord. I tried my best to respond as I was able, but I know I missed some of you.

A bit of good news: I read a couple of books during the holiday that should help me run this next part of the adventure with more compelling verisimilitude. I’m excited to get there.


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Perfect! Take your time with those new posts. I think in summary, we just went from the docks to the bookstore, and then Nicolette was heading to a clothing store for underoos while Russiet kept reading.


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Sounds great and no apology needed. This is a fun game but it isn't more important than the dream that we all call life. I look forward to continuing whenever you are ready.

Nicolette is buying underoos for Russiet? LOL!


Thanks all: post incoming!


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Just a thought.... but if we all work on learning ancient Hallit we'd have a language that we could openly use to speak and likely not be understood by anyone not using magic to understand us? Worth a skill rank in Linguistics?
Almost like the code talkers of WW2?

Calaithes will cover any cost needed for the book.


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

I don't think Nicolette, in character, would think of that. That's kind of rogue-y thoughts. Maybe Russiet will consider it.


Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

Russiet already is taking ranks in linguistics, so picking it up would seem natural to her. Having a group language, even better a cypher, would seem obvious to her as well. Once she actually considered it. She gets her mind so focused on a particular topic or paranoia that she doesn't always think of all the angles. It might occur to her. :D

Come to think of it, I don't think I have actually done her languages. Draconic is a given, because Dragon Disciple, but I never did the full spread she would have from multiple ranks. Now that I check, I also didn't give her all her skill ranks in linguistics because I was thinking about putting a point or two in something else, but never did. So that's fixed now!


It's always good to fix things!


Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

Come to think of it... how many languages is she okay to start with given how you're handling linguistics this campaign. Just common and Draconic?


Considering that Russiet came in at Level 3 with +0 (average) intelligence, she can have had Common (Taldane) and up to three languages from linguistics ranks (if filled).


A couple items of book-keeping and a plea for aid.

Nicolette took the unarmed combatant feat.

Unarmed Combatant:
You are skilled at grappling and fighting while unarmed.
Prerequisite: Dex 13.
Benefit: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.

This is not the same thing as the Unarmed Strike Brawler class feature, which was replaced by the Strangle ability. As such, she does not apply her full strength modifier on unarmed strike damage rolls.

Obviously the bite attack from the vampiric corruption is a little different, and as a primary natural attack it follows those rules.

Keeping our character headers up to date in the middle of combat can be tricky, but it really helps me to know what your relevant stats are. So when you have buffs on, I need them represented somewhere easily accessible, even if it's just in your post. I try my best to keep track of things, but it helps to share the load.

For instance, Nicolette technically only indicated that she was using one round of rage when initially breaking out of the bonds and did not specify the distribution of her controlled rage bonuses. While it is a free action to remain in rage, it helps to know that this action is being taken. I know that the round-by-round accounting can be a pain, but it is about the only way that I know that you're keeping track of your resources.

So looking now, Nicolette's CMD vs grappling should be 10 (Base) + 4 (Str) + 2 (Dex) + 3 (BaB) + 2 (Unarmed Combatant) = 10 + 4 + 2 + 3 + 2 = 21 + bonuses from rage (presumably another +2). As a result, her enemy's 21 Escape Artist would not have succeeded. But I had to open up almost 10 tabs to figure out exactly what had happened.

I would greatly appreciate if the previous turn was organized somewhat like the following:

Free Action: Maintain Rage (Round 4/8)
Standard: Grapple to Pin
Free Action: Drain Blood + Strangle

I will continue to track what I can, but this will go a long way to help me ensure that we're all on the same page and allow me to focus on the enemies.


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Thanks for the details. I agree, that's a lot.

Free action: Waiting for Russiet to post....


Even better:

Free Action: Maintain Rage (Round 4/8, Str +4)
Standard: Grapple to Pin
Free Action: Drain Blood + Strangle
Current CMD: 21 (23 vs grapple)


Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

Nicolette has a pretty frightening build given her corruption. Perhaps she will see the wisdom in Russiet's words given time.


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Sure, no problem. I will do my best. I try to, but I've had a hard time recently with life. I'm not saying that fully as an excuse. I did manage to change her header for her armor (as it isn't on), but I didn't for her rage and that might have been because I was busy. I have added her grapple modifier to the header and added it to the post as well so we remember. I myself forgot some of those modifiers a couple of times, as I was posting from my phone I believe.


I'm sorry to hear that things have been difficult recently. I understand, too. Please let me know if there is anything I can do to make this more manageable as well.


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

OK. Who cursed Bohr's rapier? Two natural 1's in a row!?!


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Just to clarify: "Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast."

So what volume are we speaking at to cast a spell? I assume that we don't have to yell. ?? If I cast a spell do the occupants of the next room, behind the closed door hear me? Or a quarter mile away outdoors? Several threads I scanned say it should be a normal, conversational voice level. But, that intelligent monsters that are paying attention would know I was casting a spell and be able to react. I wonder about that though. Unless I'm also using gestures and components how would they know that I'm not just speaking in a language that they don't know?


I generally like to leave the specifics of spellcasting up to the caster, but I don't think you have to yell. Whispering is definitely not feasible, though.

Here are a few examples of how I treat spellcasting by some of my characters:
  • Druid: I don't linger in the verbal components here as much as the physical effects, but eh.
  • Bard: "...begins speed reading aloud, almost like an auctioneer."
  • Shaman: "Ronan reaches forward and starts praying."
  • Occultist: Here there are thought and emotion components rather than verbal and somatic, because psychics!

    In most cases, there are clear visible manifestations, even if they're only transient. I try to be consistent within each character on the assumption that a given school of magic and way of tapping into it stem from similar techniques. All of my characters that regularly cast tears to wine carry around glass bottles and some wrinkly grapes, while everyone who casts heightened awareness has a bag of coffee beans.

  • As I understand it, since Golarion is a deeply magical world, almost everyone has seen a spell cast at some point in their lives. But it takes years of training (see the Spellcraft DC 15 + Spell Level) to be able to actually know what is going on. Someone could probably even fake spellcasting if they wanted to, and many do. There's a rogue archetype called counterfeit mage, an investigator talent called false spellcaster, and even a feat called false casting all built around the idea that there are ways to convince the common rube that you're doing something that you're not. (This is part of why I loved Nicolette's reaction to the spell being cast back at the Thirsty Owlbear; it's clear to her that something magical is probably happening, but she has no way of knowing what.)

    Some people may have strongly positive reactions to witnessing others cast magic, while others may be negative. Most people are probably neutral.

    If we're getting mechanical, then normal, conversational voice level seems appropriate. Without getting too much into real-world physics (of dB, SPL, noise, masking, etc.), and allowing only the extrapolation permitted by the rules of the game as written, you can "hear the details of a conversation" at DC 0. Whispering increases that to DC 15. The sound of battle, however, is DC -10. I read the details part as understanding, not sensation. Sensation is probably closer to the DC -10. Then the DC increases by +1 per 10 ft. At a distance of 300 ft with nothing in between, it'd be a DC 20 to hear someone talking conversationally, but a DC 30 to understand them.

    As for the next room, it's +5 for a closed door and +10 per foot of wall thickness if there's a wall instead of a door.

    So more than likely, they wouldn't know that you're casting a spell, but it might be a reasonable guess. Just like you don't know that they're pirates, but it's a reasonable guess.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Details, details.... There's also that sound carries better over flat surfaces, like water. But, over open water the wind effects will be increased. And if it's raining....

    But thanks!


    Oh yeah, like I said, if we start to pull out all of the acoustics, then I'll be over here pulling out books from grad school and trying to build needlessly complicated equations.


    So I don't want to nerf Protective Luck as a hex, but I do want to address some design concerns.

    I was mostly trying to look at whether protective luck could be applied to multiple creatures at once, and I stumbled into some discourse about the intent of the creator of the hex.

    This Reddit post led me to the response from Jacob W. Michaels. This has not been formally clarified in the six years since that I have been able to see, but I decided to look at the witch hexes myself. Here's what I found.

    Read as written, there are 29 once per target per day hexes. Most of these also specify a duration, ranging from instantaneous (e.g., Healing) to minutes per level (e.g., Ameliorating, Poison Touch). Six (charm, discord, disrupt connection, distraction, fortune, and misfortune) can be extended by the Cackle hex. Fifteen can be negated or reduced with a Will or Fortitude save, including all of the Cackle hexes except for Fortune.

    There are also 24 spammable hexes that can be used without limit, such as Cackle and Evil Eye. These all specify a duration. In this latter category, three can be extended by the Cackle hex: Evil Eye, Protective Luck, and Sink. Four can be negated with a Will save, three can be reduced with a Will save (including Evil Eye), and one (Sink) can be negated with a Fortitude save.

    There are also 12 passive hexes that grant always-on abilities and buffs.

    Almost every single hex that cannot be negated is either a Buff or targets an object/terrain.

    This leads me to conclude that the published text for Protective Luck is incomplete and should be closer to the hex on which it was based: Fortune. In other words, it should only be able to be used on a creature once per day, though its duration can still be extended with Cackle. But once the Cackle drops, the creature cannot be targeted again for 24 hours. This makes the opportunity cost higher for the use and brings it in line with the Fortune and Misfortune hexes to which it is most closely mechanically related.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    So, once per day per target, but still extended by Cackle? I can accept that. It is very powerful in an extended combat.... Please tell me I didn't stop my cackle sometime?

    I'm loving this game. My powers have been relevant. I will need to figure out how to be able use a hex so I can vanish. That's where the unlimited hexes come in. Could I use Protective Luck on a mouse in my pocket? I don't think I can Cackle without an active hex.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    I do need to mention though that Protective Luck only helps against physical attacks. I don't know that Fortune or Misfortune are limited in that regard.


    I would never implement a rules change/clarification in the middle of a combat, especially retroactively. I wanted to open this as a discussion to ensure appropriate balance. Otherwise, you might find a witch or shaman with the same hex on the other side of the battle and we'll have a whole host of "aaaand it's a hit! j/k, reroll says no" leading to a stalemate where hits happen so infrequently that we give up.

    Protective Luck also helps against magical attacks that require an attack roll: the only thing that it doesn't help with is saves.

    So Fortune, Misfortune, and Protective Luck all target different things:

  • Fortune allows an ally to reroll one ability check, attack roll, saving throw, or skill check per round for as long as the hex is extended.
  • Misfortune forces an enemy to reroll all ability checks, attack rolls, saving throws, or skill checks each round for as long as the hex is extended (with a Will save to negate).
  • Protective Luck forces an enemy to reroll all effects that require an attack roll against the protected ally (including but not limited to weapon attacks) each round for as long as the hex is extended.

    And now all can only be used on a target once per day (although there are ways around this limitation).

    I could probably create a venn diagram for this, but I think the above is clear enough.

    ---

    I'll also say that Russiet's ghost sound earlier had an impact. Only one of the pirates believed the ghost sound was real, but half of their crossbow attacks went towards a ghost sound instead of one of you until they "hit" one and disbelieved. I always want to reward clever uses of your chosen abilities, and y'all have been some of the most creative players I've had the honor to play with so far!

    And yes, one of the unlimited, spammable hexes (like Evil Eye) will be important for ensuring that you can vanish at will. For now, you could also get creative, hexing your enemies with protective luck to vanish. Just saying.


  • Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Sounds good. Very clear. Thanks!


    Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

    I know I always have someone with hexes when I play the WotR game Owlcat put out. Evil eye is an amazing mezzing hex that can also be cackled if the enemy makes their save. Really helps DC spells land. Actually killed a demon lord that you're not really supposed to win your first fight against thanks to that.

    Also, the compliment is nice Poly, and I feel I should respond in kind. It has been very rewarding being able to interact so much with NPCs in the campaign. Book shopping, as an example, was a wonderful encounter. It made me feel more fulfilled in the role of Russiet having someone outside the party with a shared interest. With the added bonus of giving her an "in" with the party. Making use of that wealth by level she couldn't find an exact use for in character generation.

    I actually have some plans going forward for helping Nicolette come to terms with her affliction. Am looking forward to that roleplay a lot, even if getting ahead of myself.


    Anthropomorphic Lemming Levels? What are those?

    Just rolling some dice here.... Not related to this game but I needed a place.

    Roll: 4d6 - 2 ⇒ (4, 6, 6, 2) - 2 = 16

    Roll: 4d6 - 1 + 3 - 3 ⇒ (1, 3, 5, 6) - 1 + 3 - 3 = 14
    Roll: 1d6 ⇒ 3

    Roll: 4d6 - 1 + 4 - 3 ⇒ (4, 1, 6, 3) - 1 + 4 - 3 = 14
    Roll: 1d6 ⇒ 4

    Roll: 4d6 - 2 ⇒ (4, 4, 6, 2) - 2 = 14

    Roll: 4d6 - 1 + 5 - 2 ⇒ (2, 2, 2, 1) - 1 + 5 - 2 = 9
    Roll: 1d6 ⇒ 5

    Roll: 4d6 - 1 + 6 - 3 ⇒ (4, 4, 3, 1) - 1 + 6 - 3 = 14
    Roll: 1d6 ⇒ 6

    16, 14, 14, 14, 14, 9
    Pretty good.....


    The books give me lots of NPCs for y'all to engage with, but it's also a lot of fun to just make new ones up. That bookseller was a lot of fun ^_^


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    If someone could please update the loot sheet with the pirate treasure?

    I think we could each take 2 Alchemists's Fire and 1 CLW potion.
    Not sure but I think we might just sell the rest?


    I'll scroll through to make sure that nothing is missing.


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    Yes, I'd agree with that.


    Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

    That sounds splendid.


    Been a hectic few days. Will update tomorrow!


    Updated the loot sheet with the assumption of selling everything except for the alchemist's fires and the potions of cure light wounds. The total gp gained on the journey from Kassen to Tamran so far has been 2869.6 gp, or 717.4 gp per PC. I also tried to keep track of the PCs' purchases to help you figure out what you have. If I forgot something, feel free to adjust it.


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    I am letting people know that as of today, I'm going to be on vacation and where I'm going, my internet may be spotty. I don't mind posting from my phone though when available. I should have internet but if you don't hear from me for some time, that is why. I should still be able to commit to my normal posting speed.


    I am pausing the game, which I should have done sooner. It is my responsibility as GM to facilitate player/character disagreements and ensure table cohesion. Unfortunately, I encouraged inter-character conflict. I did this because I believed 1) that it would make for compelling, engaging group storytelling, and 2) that we would be able to prevent inter-character conflict from spilling out of character. I favored 1 over 2 and failed to recognize the brewing conflict until very recently.

    I hope that we can settle this, but I would like to propose a pause of all discussion until May 22 to allow all of us to cool down. At that point, if everyone is willing, we can try to re-open discussions and get us back on track. Obviously I can't force you to not talk to each other, but I strongly encourage you to respect this recommended temporary separation.

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