Overlord 2, the Other Guild

Game Master BloodWolven

Slides and maps and such, feel free to add!

Fight Club Zhang
Fight Club Soren


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Scarab Sages

I'm curious GM, being a fiend requires an evil alignment. But, does Desseer have a prediction or greater toward being evil? Or does it have no bearing on his personality?


Being a fiend usually requires you to be evil at least for this game. What alignment did you state for him? Aren't you half fiend?

I would say it has a partial bearing on his personality.


By Mage Slayer you mean Morgrave has the Mage Slayer feat?

If so you mean the DnD 3.5 version or the 5e version of the feat? I wanna know because you seem to be using the 5e version of the Warforged race so I just wanna know what Morgrave's capabilities are, because things change a lot from the 5e version to the 3.5 one.

Also I think Desseer's alignment is Neutral Evil, since he placed NE in his signature.


My apologies for the delay. Personal matters have arisen and I'm needing to focus my attention so I'm going to back out of the game. I hope it goes well.


3.5 was the plan as I don't know 5e much.
To be specific you may have to ask or watching him in combat make a knowledge check.

I was planning on giving him a prestige class too. I know I need to finish mak8ng his crunch.

Thanks for letting us know Willow.


Shall we move to the next location, I think it is time!


You guys having problems with paizo too?!?!


Wym? Are you having problems with the site? It's working normally for me so far


What would Desseer likely do with no luck of finding Myriana without taking drastic measures?


NE Male Elf/Fiend 7 | HP 75/75 | AC 19 | Fort +6, Ref +11, Will +18 | Init +6 | Perception +24 | SM +23 P 1st: 9/9, 2nd: 9/9, 3rd: 7/7; M 1st: 6/6, 2nd: 3/5 | ppp: 11/11 | Mp: 4/5

Yeah, I'm pondering that. I'll update tomorrow.


The pages were not loading the pictures and I could see all of the links in listing format... its better now.

Myriana:
How long would you play with your morsel? We can play in spoilers, but give me a time table and respond to the others to keep things going, yeah? When would you finally venture out? With the right persuasion I am sure you could convince her to leave with you.


female fey catfolk | HP 62/62; THP 0| AC 24, FF 16, TAC 20 | F +5, R +10, W +6 | CMB +6, CMD 24 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 5/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

GM Wolf:
Doesn't have to keep going for long and I think she just may try to get Iris to come along with her. Having an available, and willing, donor would be quite worthwhile, especially one that has knowledge we lack in this world.


Myriana:
I am glad we are on the same wavelength! ;)

Scarab Sages

What time of day is it?

Also, what side is the coast on when we face north?


As you face the North the coast is on your right, thus it is East.

I believe only an hour has passed when you got to the village and then left. You got there when it was dark? So it might be midnight.

Scarab Sages

As a side note Fyr, I don't know if you have chosen your Mythic stuffs, but there is Mythic Wild Shape that may be of interest to you in the heirophant path abilities.


NE Drider Ranger [Trapper/Dungeon Rover]/Druid[Vermin Domain]

I am still working on transfwring everythinf from paper to Google Docs via phone.. its a process but I will look at it


NE Drider Ranger [Trapper/Dungeon Rover]/Druid[Vermin Domain]

Think Hierophant/Trickster

Scarab Sages

Yeah, Fyr, I figured it'd be one or the other or both.

Also, Myriana, you have made me curious about rules stuffs. Namely because I can 'cast' a long lasting disguise self. But, disguise self only allows fluctuation within one's creature type. Is there a 'form' for disguise self to disguise you as that wouldn't make you easily identifiable as undead?


NE Drider Ranger [Trapper/Dungeon Rover]/Druid[Vermin Domain]

Im gonna choose the ability to speak with Animals, Plants, Fey and Elementals when I speak Druidic


female fey catfolk | HP 62/62; THP 0| AC 24, FF 16, TAC 20 | F +5, R +10, W +6 | CMB +6, CMD 24 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 5/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

A good question, I hadn't thought about that before. I have change shape from my fey template but I am unsure how that will interact with hiding the fact I am undead. I can add a disguise check to it which should help. Basically it isn't a disguise spell but effectively a polymorph effect.


Sorry if I wasn't clear, your equipped gear does not count against your inventory spots. So everyone has 20 inventory spots for objects that are just stored for you.

Anything on you could technically be damaged, stolen, etc. But the 20 items in your inventory are protected. Think of when Momonon/Ains from Overlord stretches his hand out and puts it into a black hole. Then retrieving the item.

You may have up to 10 spots of your inventory with chests, bags, or other vessels that could hold a number of smaller objects.


Speed 90ft Image female sublime drow noble scaled fist monk/sorcerer gestalt 7 FormalAC 36, T 35, FF 27; HP 180; F +24, R +27, W +24; Fast Healing 11, Resist Negative 10 Cold 10, Electricity 10; Immune magic aging, disease, positive energy damage

Thanks for clarifying.


No worries, I had not stated it before and it was kinda in development. Now it is solidified! ;)

Horizon Hunters

Vital:
HP: 236_ FastHeal:9_AC: 23 _T: 18_FF: 16_ Perception +9_Init: +11_Fort: +14_Ref: +11_Will: +17_CMB: +17_CMD: 34_Speed: 40
Skills:
Acro+25_Ap+5_Bluf+22_Climb+14_Dip+28_Dis+17|EscA+17_HA +13_Heal+7_Intimidate+22_K+6_K(Arc|His)+11_K(martial)+13_Ling+6_Ride+11_SM+ 15|SoH+12|Spellc+12|Ste+13|Sur+6_Swim+12_UMD+16

7d10 - 1 ⇒ (8, 2, 6, 1, 7, 6, 2) - 1 = 31
5d8 - 2 ⇒ (3, 7, 2, 4, 6) - 2 = 20

Scarab Sages

I tried to sort through, but am not confident. Can we get a list of unclaimed loot as well as a list of the unidentified items?


I have been working on it, my goal is to have done tonight.


I think the current list is:

Unidentified Magical items:
A golden trovel
A pocket watch
A compass
A cape
Silver ammulet with saphires

A warm blanket
18 black candles
31 red candles
28 blue candles
5 white candles
8 sets of silverware
2 ceramic bowls
4 silver platters are always hot
9 golden goblets that are always cold

Three tomes (currently in my inventory):
A tome labeled The Sublime Way
A tome labeled The Book of Nine Swords
A tome labeled The Tenth Secret Sword

Non magical but likely mastercraft:
67 bronze candlestick holders
2 mithril rake heads
A bronze shovel head and handle

Identified available items:

Ring of ferocious action
Ring of swarming stabs
Righteous fist amulet

There's also three magical weapons, I put them on my inventory since no one looks like they'll make use of them. But I only really want the Vicious one.

Scarab Sages

Just to get it out of the way;

Spellcraft trovel: 1d20 + 20 ⇒ (15) + 20 = 35
Spellcraft pocket watch: 1d20 + 20 ⇒ (10) + 20 = 30
Spellcraft compass: 1d20 + 20 ⇒ (19) + 20 = 39
Spellcraft cape: 1d20 + 20 ⇒ (13) + 20 = 33
Spellcraft amulet: 1d20 + 20 ⇒ (11) + 20 = 31


The trovel is used in gardening, if used as a weapon each strike that draws blood absorbs some allowing you to enrich your garden. Two kinds of plants can be produced when using the trovel: Blood Berries and Blood Rose.

K nature DC 25:
You know what they are... still in dev... looking for ideas.

The pocket watch has 7 charges weekly. It has many filunctions:
7 charges timestop for 1d4 rounds.
5 haste
2 slow
1 ... lesser version of haste.

Compass allows you to know true North, also if you take off the crystal on the bottom it can be attached to anything and be used as a tracker.

Cape of resist +1

Saffire silver amulet: amulet of fireballs 3 with the admixture quality of cold.

Scarab Sages

I just had a thought, GM can Nondetection resist True Seeing?

Also, I would be happy with the pocket watch and/or the compass.


It looks like true seeing would not look through the nondetection spell.


Yeah, I agree with the GM, True Seeing is more for things like illusions, invisibility or polimorphed creatures, it doesn't allow to see the true nature of a creature like a divination spell would, so I don't think it affects Nondetection.


female fey catfolk | HP 62/62; THP 0| AC 24, FF 16, TAC 20 | F +5, R +10, W +6 | CMB +6, CMD 24 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 5/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

I would agree, though with the caveat that Non-Detection simply blocks what is seen, it does not replace it. Consequently if you were looking for the right thing non-detection would block you from seeing it, such as alingment. so you would know something was up.

Granted I didn't have the time to read through the respective descriptions too closely just now so I may have missed something.


Yup same here! Until someone does some research! ;)


female fey catfolk | HP 62/62; THP 0| AC 24, FF 16, TAC 20 | F +5, R +10, W +6 | CMB +6, CMD 24 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 5/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

So I did do some more digging and the jury is hung as it seems that Paizo has never clarified, at least not that I could find.

That being said my previous post makes the most sense to me with a slight adjustment. True Seeing would have to make a caster level check to see through the nondetection, fail the CL check you simply won't see anything out of the ordinary and be none the wiser, make the check and you would see through it and be able to detect magic effects/polymorphed creatures, etc.

With something like detect alignment you would have to make the CL and if failed you would see nothing and know something is up, likely prompting something more potent to try and see through whatever is obviously blocking your spell or prompting some other action.

Two caveats.

1.) Nondetection specifically blocks certain types of divination spells, not all divinations, so things like mindthrust, etc, may still work on the target.

2.) Nondetection only works on spells. This would include spells and spell-like abilities but not Supernatural/Extraordinary abilities since those are not considered spells even when duplicating a spell effect.

Of course this is all subject to your interpretation Wolf since you are the GM.

Scarab Sages

I completely agree with one asterisk. To my knowledge, there does not exist a "detect alignment" spell, only law, chaos, good, and evil. Therefore, if any of them come up with nothing, it isn't abnormal.


female fey catfolk | HP 62/62; THP 0| AC 24, FF 16, TAC 20 | F +5, R +10, W +6 | CMB +6, CMD 24 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 5/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

...True, I forgot that, though there may be something else out there that does I am not aware of. There are also times it would still be obvious, detect evil on an undead and get nothing then something fishy is going on as undead are considered evil automatically, same thing with an evil aligned outsider. Exceptions would be so exceedingly rare to have one with a different alignment as to be almost entirely unheard of (or completely as far as most people would be concerned anyway).

Scarab Sages

Yeah. The divinations that don't allow for a save and don't have a failure effect are rare.

Which is why I asked about the interaction with true seeing. If Nondetection can resist true seeing, then it can't see through a disguise self I have on myself if I have Nondetection up.


Myriana wrote:

So I did do some more digging and the jury is hung as it seems that Paizo has never clarified, at least not that I could find.

That being said my previous post makes the most sense to me with a slight adjustment. True Seeing would have to make a caster level check to see through the nondetection, fail the CL check you simply won't see anything out of the ordinary and be none the wiser, make the check and you would see through it and be able to detect magic effects/polymorphed creatures, etc.

With something like detect alignment you would have to make the CL and if failed you would see nothing and know something is up, likely prompting something more potent to try and see through whatever is obviously blocking your spell or prompting some other action.

Two caveats.

1.) Nondetection specifically blocks certain types of divination spells, not all divinations, so things like mindthrust, etc, may still work on the target.

2.) Nondetection only works on spells. This would include spells and spell-like abilities but not Supernatural/Extraordinary abilities since those are not considered spells even when duplicating a spell effect.

Of course this is all subject to your interpretation Wolf since you are the GM.

I am good with what is proposed here, though one change, the CL check should be done by the DM.


female fey catfolk | HP 62/62; THP 0| AC 24, FF 16, TAC 20 | F +5, R +10, W +6 | CMB +6, CMD 24 | Lowlight, Per +11
Def Abil:
DR 5/cold iron, resist cold/elec 10, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arc Res 7/12 | MP 1/1 | Spells 1st 6/6day, 2nd 6/6day, 3rd 6/6day, 4th 5/5
Skills:
Acr +18. Bluff +18, Diplo +19, Disg +15, Fly +18, Know Arc +23 Loc/Nat/Plan/Relig +19, Spllcrft +19, SM 14, Stea+15, UMD +16, Ling +19

Oh absolutely, I would expect nothing less.

Scarab Sages

Oh, yeah. I assumed as much.

Side note: with disguise self, my minimum DC to spot the disguise is 34 (this is if I roll a 1 on the disguise check)


LOL! Well it looks like no one will be able to have a disguese work effectively around Desseer! LOL!

Scarab Sages

Maybe I worded that wrong. I meant to say that my disguise check, including the bonus from disguise self, is minimum 34.


Oh then we may never recognize you again!


NE Drider Ranger [Trapper/Dungeon Rover]/Druid[Vermin Domain]

Im heasinf to the south with Soren

Scarab Sages

To repeat from above to double check, does anyone else want the pocket watch or compass?

Also: I forgot to mention, if any aspect of the disguise self is interacted with, the will save to notice the illusion is DC 20.


I'm fine if you have them, we also don't even know what they do yet.

And since we're on DC's for our disguises, the ghostly disguise that Serisha and I are using works like Mirage Arcana with Disguise Self, so the illusion also has the sense of touch and smell to it, so people won't go through us if we bump into someone on the street LOL.

The DC of the Will save to notice the illusion is 10 + half your level (or HD for monsters) + your Cha modifier. In my case it's a DC 25.

Scarab Sages

HeteromorphPuhlayer wrote:
I'm fine if you have them, we also don't even know what they do yet.
GM Wolf wrote:

The trovel is used in gardening, if used as a weapon each strike that draws blood absorbs some allowing you to enrich your garden. Two kinds of plants can be produced when using the trovel: Blood Berries and Blood Rose.

** spoiler omitted **

The pocket watch has 7 charges weekly. It has many filunctions:
7 charges timestop for 1d4 rounds.
5 haste
2 slow
1 ... lesser version of haste.

Compass allows you to know true North, also if you take off the crystal on the bottom it can be attached to anything and be used as a tracker.

Cape of resist +1

Saffire silver amulet: amulet of fireballs 3 with the admixture quality of cold.


Yup you guys identified all the objects.

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