GMDQ's Forces of Nature (Inactive)

Game Master DeathQuaker

Can the world's most powerful heroes save the Free Coast from catastrophe?
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Forces of Nature Battlemap

@Krowys: How old are you and how long have you been working as the Translator? This is relevant.

BTW forgot: with Liber's research in the library, he or you gets a +2 circumstance bonus on your next Knowledge (Geography), (Religion), or (Planes) check.

@Mira
Got it. I'd say yes, as elementals can take a humanoid-shaped form, you can cast spells with somatic components, and spells with verbal components if you speak the elemental's language (which you do). Remember gear melds with your body and you have gear that may affect your spellcasting so be aware of that.

Re: veil and saving throws and the glowy eyes from arcane sight:

You cast the veil before you cast arcane sight, so you couldn't have disguised the glowing eyes retroactively, unless you made a separate casting and skill check to do so. If you don't state it, I am not going to assume you did it. Plus he's probably got true seeing up anyway.

Even if this was not the case, I'd beg some grace and handwavyness as this is just an introductory narrative and it isn't going to have negative implications for your character (I guess unless you start a fight or something). I love how you are playing out how Mira is going to use lots of magic to attend to various issues, and that's the kind of characterization I am hoping this opening scenario establishes.

Of course in a combat scenario or other plot relevant event, I will do my best to remember saving throws, etc.

Re: caster level: Please remind me of your augmented caster level where it may be relevant (and in future please roll the number of eyes/other spell effects yourself so I don't have to remember ;) ).

And that makes me realize I need to make this statement to Everyone:

I will do my best to reference your sheets when needed, but especially when managing other aspects of adventuring, I am absolutely NOT going to remember the stats and equipment of four 17th level characters at once, and particularly very specific conditionals related to spell and gear effects. I'm just not. To help me out, I ask you do the following:

1. I already have a standing rule that if you know a target or nearby person's save, to roll the saving throws for those targets yourself. In the case where you DON'T know the target's saving throw (such as in the case of the haughty elf, because you didn't know he was there and who has no stats because he's a bit of narrative fluff), please post the saving throw type, DC, and result of success/failure when you cast the spell.
--------Please rest assured when it matters I know the stats of the foes and NPCs and will share them as appropriate.

2. Likewise please note if the spell applies to SR if you think it might be relevant.

3. If your caster level is not 17, please put the value in your microstatblock so I can see it easily. Concentration score might be a good idea too. Please put your current buffs, etc. as well.

4. If you have ioun stones in your inventory, please provide a link to their stats on your character sheet as I am disappointed to report I have not memorized the table, and off the top of my head, I can't tell my dusty rose prisms from my dark blue rhomboids.

Thank you!


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Krowys has been known as "The Translator" since a very young age, and there are varying levels to which people might know of him. With respect to being, well, a translator at all, that would have presumably started at 10 years of age. 15 years of age would have been when he became a Pact Witch of Axis.

He's currently around 35 years old, and would have been well-known for being a translator since around 20 or 25 years of age, depending on how close you are to the Rover community.


Forces of Nature Battlemap

Thank you! Then my response to you in the gameplay thread stands as-is. You can attempt a Knowledge Planes or Knowledge Arcana check, however, to see if you know more.

(Others may also make such a check, but the results you get may vary according to your particular background and personal knowledge--all will be useful, just differ.)


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

And I'll also make sure to mention when the buckler AC comes into play, it'll be like the dang Varisian dancing scarves all over again, constant keeping track of movement!


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5
GMDQ wrote:
Even if this was not the case, I'd beg some grace and handwavyness as this is just an introductory narrative

This is all totally fine with me. I've been enjoying the initial characterisation.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

@Trer, I was looking at your sheet and it looks like you are an Invulnerable Rager Barbarian. Unfortunately the Increased DR Rage Power doesnt work for them.

Relevant FAQ


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Have to agree on the characterization front, it's definitely been helping me get a clearer picture of the character! Will have the character sheet updated within the day to reflect the bag of holding with a few dozen or so True Strikes, as I should probably also be updating another sheet today as well.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

I have also linked some of my unusual equipment on my profile. I will do the same with any unusual buffs when we get to that point.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

This just in, local old woman discusses breaking-and-entering, haha.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Why does it recommend increased damage reduction as a rage power for Invulnerable Rager then? That would allow a normal unchained barbarian to actually have more DR than an Invulnerable Rager, because 5+6 is 11.

Regardless, I will defer to the GM, but I am unsure if I still want to play Trer at 18 DR vs 24, since that's a pretty significant difference for the math breakdown. Sorry for missing that FAQ GM!


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Alright, finished updating my character sheet to account for Krowys's lackluster aim.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Bump to GM?


Forces of Nature Battlemap
The Mighty Trer wrote:

Why does it recommend increased damage reduction as a rage power for Invulnerable Rager then? That would allow a normal unchained barbarian to actually have more DR than an Invulnerable Rager, because 5+6 is 11.

Regardless, I will defer to the GM, but I am unsure if I still want to play Trer at 18 DR vs 24, since that's a pretty significant difference for the math breakdown. Sorry for missing that FAQ GM!

Sorry Trer for the delay! I had also missed that detail.

I think part of the issue is the archetype predates Pathfinder Unchained came out. This is one of the cases where an unchained class basically incorporates archetype ideas and makes the archetype a bit obsolete.

The FAQ that Mira linked to also points out that the recommendation itself is a mistake. Since there's a clear developer call that the rage power swaps for an ability invulnerable rager doesn't have (and that they f!@*ed up by recommending the rage power), I am inclined to side with the dev call as written.

I recognize this creates a pain in the ass for you. Do you mind rebuilding your barb (which could include adding a different archetype)? Since we're still in prologue mode, you have time to do so. What else might you and other players recommend?

I like your character a lot and don't want you to get bummed out by some mathematical jiggery pokery, but I do want to be consistent with both RAW and RAI.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

If you're ok with it, I might revamp the class entirely? I find barbarian to be quite lackluster without going for a large DR build. I'll still keep the essence of Trer the same, large chaotic lady with a club, but I'm going to explore some other options like ranger or straight fighter, if that's ok with you. Worst case scenario, I'll just take the DR hit, and play a normal barbarian, but I'm not best pleased. Not mad at anyone mind you! Just gotta revamp.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Also taking a look at the titan mauler archetype. Very open to input from the rest of the party/GM!


Forces of Nature Battlemap

@Krowys: thanks for the update!

@Trer: Yes, if you want to rebuild, by all means please do; want folks to be happy with what they've got--but please keep the character and the overall concept! Titan Mauler looks fine and makes sense for a character who's been fighting orcs and giants across the Zweidor surface and Diamond Kingdoms. I've a houserule that all magic items size to the wearer, but I'd say that is by choice if you wanted to keep a magic weapon the size larger.

To be very honest, I find DR a massive pain in the ass to manage as a GM and I'd houserule it out if I could find an adequate alternate system, because no one (i.e., me) ever remembers to do the subtraction of damage when it matters most. It's not that I think it's OP or anything, it's just annoying because it's a step you can't take until after you finish all the die rolling and are in the process of resolving results. I picked your character (1) for concept and personality (as was a key factor for all of you), and (2) more for damage and general tanking, particularly with a focus on protecting others; it was a good partner to the many spellcasters we have. The high DR was the one thing that made me hesitate, but I figured at this level I'd be constantly wrestling with it anyway, so it wasn't going to be a dealbreaker. But if you made a build that was less focused on it, it would certainly make my life easier.

To all I'm noticing the pace is slowing so I am going to push us forward narratively--but remain in prologue. Please try to have your builds finalized by Thursday or so if possible (but just let me know if you need more time).

One we get into the adventure proper (when you get to Ramsmouth) we'll need character sheets relatively set in stone.


Forces of Nature Battlemap

PS I got notification that you can't access the picture. I'll fix the sharing settings but in the meantime you can also see it on slide 3 of the "Game References" link at the top of the page. She isn't Exarch yet but it's what she looks like. :)


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

I've put the finishing touches on Ariston. I've left a little cash in reserve, just in case one of my spells has an expensive material component that I haven't planned for. I'm hoping you are OK with me retroactively 'purchasing' components in-game... so we can avoid any moments of:

"That's the PERFECT spell! Too bad you don't have a 10GP peacock's eye doused in lighter fluid that the spell requires."


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Just a heads up, I am away with work all day tomorrow and am unlikely to be able to post much. I am then away from Friday this week until Monday next. I will try to post but it will mostly be on my phone, so expect anything to be rather short and sweet.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Whoof! My head aches a little bit, but I've completed a reworked Trer! She's got a bit less HP, and quite a bit less DR, but she's gotten even faster, hits much harder (at the expense of having to use a sword instead of a big stick), and can do funny efreeti shenanigans. Oh and her will save is lower. Like 6 points lower vs enchantments... But I hope I remained true to the core of the character, what do you think GM and players?


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

My sheet is updated except for my math. I'll need to go back and fix that but gear and extracts taken care of.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

I'll add my spells prepared some time today. Probably just going to go with an even mix of the spells known.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Added prepared spells, along with switching out one spell for another (just realized Power Word Kill was on the Witch list!).


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5
The Mighty Trer wrote:
Whoof! My head aches a little bit, but I've completed a reworked Trer! She's got a bit less HP, and quite a bit less DR, but she's gotten even faster, hits much harder (at the expense of having to use a sword instead of a big stick), and can do funny efreeti shenanigans. Oh and her will save is lower. Like 6 points lower vs enchantments... But I hope I remained true to the core of the character, what do you think GM and players?

Thats a worryingly low will save for one of our main damage dealers. I may look at casting Mind Blank on you regularly if you want, it will give you an extra +3 over your cloak against mind affecting stuff.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing
The Mighty Trer wrote:
Whoof! My head aches a little bit, but I've completed a reworked Trer! She's got a bit less HP, and quite a bit less DR, but she's gotten even faster, hits much harder (at the expense of having to use a sword instead of a big stick), and can do funny efreeti shenanigans. Oh and her will save is lower. Like 6 points lower vs enchantments... But I hope I remained true to the core of the character, what do you think GM and players?

I think it is fine... but I may be coming from a different (heretical to some players) point of view. I view RPGs as a team sport. No character has to stand alone as an unassailable fortress - competent in all ways. Having weaknesses is part of that. And since our DM has selected (essentially) a set of single-class characters, that almost ensures we each have a weakness we'll be relying on someone else to compensate for. Personally, I like that. Mira has some tricks (like Mind Blank), Krowys probably has some tricks, and Ariston definitely has some tricks that can minimize the impact of you failing a Will save or two.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

I could also switch Mindblank in as well, if it's needed.


Forces of Nature Battlemap
Ariston wrote:
The Mighty Trer wrote:
Whoof! My head aches a little bit, but I've completed a reworked Trer! She's got a bit less HP, and quite a bit less DR, but she's gotten even faster, hits much harder (at the expense of having to use a sword instead of a big stick), and can do funny efreeti shenanigans. Oh and her will save is lower. Like 6 points lower vs enchantments... But I hope I remained true to the core of the character, what do you think GM and players?
I think it is fine... but I may be coming from a different (heretical to some players) point of view. I view RPGs as a team sport. No character has to stand alone as an unassailable fortress - competent in all ways. Having weaknesses is part of that. And since our DM has selected (essentially) a set of single-class characters, that almost ensures we each have a weakness we'll be relying on someone else to compensate for. Personally, I like that. Mira has some tricks (like Mind Blank), Krowys probably has some tricks, and Ariston definitely has some tricks that can minimize the impact of you failing a Will save or two.

Well said. I didn't intentionally pick all single class characters, but I was looking for folks who could complement each other and fill in particular roles, and support one another in different ways. Everyone has potential for crowning moments of awesome, and at other times folks are going to need to really work together and do so well.

Trer overall looks good, I think. While I miss the In Harm's Way stuff, the efreeti stuff can definitely be fun and may provide some opportunities... (in spite of commentary by the fire bolt ;).

Am looking at the rest of y'alls sheets as I get everyone loaded to Combat Manager (which will not be used to actually manage combat, but help me on my end track abilities and initiative and stuff).


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Yeah, I was a little concerned about that as well, so I took some additional precautions in my rage power selection; specifically in clear mind. It's not foolproof or anything, but it helps. I of course wouldn't say no to a mind blank, but that's a pretty high level spell to be throwing on me every day.

==

Also, I was considering picking up some robes of arcane heritage at one point with the abyssal bloodline instead, but wow is eldritch heritage and those robes contentious, and as far as I can tell, never received an official FAQ, so here we are with my cool efreeti powers instead.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Probably a better idea for Mirabelle to use it if it's necessary, like if an enemy that WILL need will saving throws, Sorcerers being a spontaneous caster.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Eek, sorry for the delay on this post! One day was without internet, and Paizo seemingly ate my reply the next. I'll try to avoid it happening again.


Forces of Nature Battlemap

No worries, the boards have been a bit of a pain.

Will move us forward soon, am putting your basic stats into a combat manager app to help me track combats a bit better, given no doubt they will be complex. I may post some questions as they come up. And seaking of...

Mighty Trer, looking at your charsheet again, I'm having trouble parsing your stats. On your sheet they are like this:

Str:16+2+6+1+1+1+1 +9
Dex:13+6 +4
Con:12+6 +4
Int:12 +1
Wis:10 +0
Cha:13+4 +3

Am I reading this correctly that the bonuses are various equipment, etc. and the final number is added to the base, so your actual stats are

Str:25
Dex:17
Con:16
Int:13
Wis:10
Cha:16

?

(Or something else?) Would you mind noting the total added up score and then the math that got you there in parens? So like Str 25 (Base 16 + 2 etcetc). Feel free to put on rage versus out of rage if that is helpful for you, I just want to be sure I'm reading things right. Tnx.


Forces of Nature Battlemap
Ariston wrote:

I've put the finishing touches on Ariston. I've left a little cash in reserve, just in case one of my spells has an expensive material component that I haven't planned for. I'm hoping you are OK with me retroactively 'purchasing' components in-game... so we can avoid any moments of:

"That's the PERFECT spell! Too bad you don't have a 10GP peacock's eye doused in lighter fluid that the spell requires."

I think I failed to answer this earlier, sorry.

Yes, it is fine to "bank" a certain amount for material components with a GP value. You will need to specify how much you are banking for the spell components ahead of time, and would need to interact with an appropriate merchant to "unbank" them into raw GP. The idea being your character has used in-character knowledge to purchase the components he knows he needs that the player may not immediately think of.

I'd say the tradeoff between specifying and not specifying the components is if you come up with an unusual use of a paid-for spell component that is not to use it for a spell, I'm going to allow that only if you specified you purchased it. But by not specifying you have the flexibility you describe.

So for example, say you decide to have a 10,000 gp spell component bank. You can decide, at the moment you need to cast it, that has turned out to be one diamond for a resurrection spell. But if an NPC appears and says "You shall not pass unless you hand me a diamond," you can't decide your 10,000 gp is suddenly a diamond for the purpose of mollifying that NPC (when it might also have been incense or silver dust or whatever).* Does that sound fair?

* I expect most of you would find a way around that NPC anyway.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5
GMDQ wrote:

No worries, the boards have been a bit of a pain.

Will move us forward soon, am putting your basic stats into a combat manager app to help me track combats a bit better, given no doubt they will be complex. I may post some questions as they come up. And seaking of...

Mighty Trer, looking at your charsheet again, I'm having trouble parsing your stats. On your sheet they are like this:

Str:16+2+6+1+1+1+1 +9
Dex:13+6 +4
Con:12+6 +4
Int:12 +1
Wis:10 +0
Cha:13+4 +3

Am I reading this correctly that the bonuses are various equipment, etc. and the final number is added to the base, so your actual stats are

Str:25
Dex:17
Con:16
Int:13
Wis:10
Cha:16

?

(Or something else?) Would you mind noting the total added up score and then the math that got you there in parens? So like Str 25 (Base 16 + 2 etcetc). Feel free to put on rage versus out of rage if that is helpful for you, I just want to be sure I'm reading things right. Tnx.

I believe there were originally tabs there, and that the modifier is the rightmost number. Hence 10 is +0, 12 is +1, 18 is +4, and so on.

About my panicked response, I thought it had already became Sunday when I wrote it. Oops


Forces of Nature Battlemap

And finally, can you please confirm these are correct default pastes for me to use for combat summaries. Obviously the microstablocks would be updated to reflect current circumstances (so if Trer were raging, the HP and AC would be adjusted, if someone had something that was boosting AC that owuld be noted, etc.).

Ariston Initiative]1d20+4
Krowys Initiative]1d20+7
Lazur Anil Initiative]1d20+4
Mirabelle Initiative]1d20+9
The Mighty Trer]1d20+4

Ariston: HP 105/105 | AC 28 (T14 FF24) | CMD 27/23 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5
Krowys: hp 121/121 | AC31* (T20 FF26*) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity
Lazur Anil: hp 156/156 | AC 31 (T19 FF27) | CMD 30 | Fort +13 Ref +18 Will +15| Immunities: Illusions that allow a save
Mirabelle: hp 155/155| AC 18 (T14 FF14) | CMD 20 | Fort +16 Ref +15 Will +20 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement
The Mighty Trer: HP:195/195 |AC:35 T:19 FF:26 (+1 if opp is bigger)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing
GMDQ wrote:
[Banking stuff]

That is totally fine with me. This is what I have on my character sheet regarding the components I've already purchased and my dedicated banked amount:

spell component pouch
> diamond (for resurrection) (worth 10k gp per) (2)
> powdered diamonds (for miracle) (worth 25k gp per) (1)
> eye ointment (for true seeing) (worth 250 gp per) (3)
> small silver mirror (for spell turning) (worth 100 gp per) (3)
> holy symbol (for destruction) (worth 500 gp per) (4)
BANKED: 550 GP (for additional materials)

At this point, that banked amount is spent as far as I'm concerned. I won't touch it except for components I forgot to buy.

EDIT: Also confirming your stat block data.


Forces of Nature Battlemap
Krowys wrote:
GMDQ wrote:

No worries, the boards have been a bit of a pain.

Will move us forward soon, am putting your basic stats into a combat manager app to help me track combats a bit better, given no doubt they will be complex. I may post some questions as they come up. And seaking of...

Mighty Trer, looking at your charsheet again, I'm having trouble parsing your stats. On your sheet they are like this:

Str:16+2+6+1+1+1+1 +9
Dex:13+6 +4
Con:12+6 +4
Int:12 +1
Wis:10 +0
Cha:13+4 +3

I believe there were originally tabs there, and that the modifier is the rightmost number. Hence 10 is +0, 12 is +1, 18 is +4, and so on.

Okay so it's

Str 28 Dex 19 Con 18 Int 12 Wis 10 Cha 17?

Quote:
About my panicked response, I thought it had already became Sunday when I wrote it. Oops

It's okay, easy to lose track of time this time of year. :)

Speaking of which, I will post to the game thread tomorrow, need to clean my kitchen and go to bed*

* By which "go to bed" probably realistically means "play Baldur's Gate III till I nearly pass out," but the intention is to go to bed...


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Yup, originally there was tabs in the document I used. The bolded number is the total after adding everything together, subtracting 10, and dividing by 2, which is to say the total. That combat statline looks right. And my stats don't actually change during rage, because unchained barbarian removed that part in favor of static bonuses.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

The mini-block looks about right, and I'll try to remember to remind you when the +5 AC applies.


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

I found a few errors which are all mine you copied correctly. I took this as a change to check my numbers and update everything on character sheet making sure all my magic items were included.

CMD is 34.
Mind Effecting Roll twice take better
+1 on Will saves versus Enchantments


Forces of Nature Battlemap

Glad the post helped you double check, Lazur. It easily happens to all of us, which is part of why I check.

Two posts up, one to wrap up the prologue (which I hope gives you some contacts if we go to sandbox mode later) and one to get us going into the adventure. Note the reward at the end of the prologue.

This week I expect to be busy so while I will meet my own every-two-day posting requirement, I apologize in advance if I am not more frequent. :)


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

FYI, I banked the cash.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

I should have admittedly saved money for spell components, so I figure I'll be the source of non-banked cash in the party should the need ever arise. Still might bank 5000gp or so of it, though.
(The allure of stacking magic weapon abilities was too great)


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5
GMDQ wrote:
Mirabelle: hp 155/155| AC 18 (T14 FF14) | CMD 20 | Fort +16 Ref +15 Will +20 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement

These are right but will change drastically once I start buffing. I tend to split my buffs into long duration (hour/level or longer), medium (10 min/level, 3 hours for me) or short duration (anything lower). I tend to keep long and medium duration buffs up as much as possible, short duration whenever entering anywhere that looks vaguely dangerous. Once we actually start will update with all expected buffs.

A couple of other notes. Mira maintain a Contingency (generally cast greater invis on me when I click my fingers) as well as a Frigid Touch stored in her spell storing armour. If it ever looks like she is going to be subject to a full attack she will activate the armour and stagger her enemy (subject to SR and immunities, there is no save) to prevent it.

Lastly, if we are out and about in a dangerous locale she will remain invisible at all times (using her ring). Mind Blank then prevents things like See Invisibility or True Seeing spotting her although special senses will pick her up.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

This is my new mini stat line with some buffs applied.

Human Wildblood Sorcerer 17 | hp 186/172| Init +10/14; Perc +37, Darkvision, Blindsight 40' | AC 24 (T16 FF19) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status Invisible

Init will be +14 if Heightened Awareness is active, I will generally reactivate it if it falls of, likewise Shield. I will be invisible as squishy mage is squishy.

If anyone else applied a load of spell buffs then please feel free to borrow my orange prism ioun stone for a +1 to your caster level.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

How often are you going to be changing the avatar, Mira? You've done so around 3 times already. I've just never seen someone change avatars in the middle of a campaign before, is all.

I don't think any of the buffs aside from communal protection from fire even can apply to Krowys, as I made sure to give him relatively high AC when compared to Mira's character.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5
Krowys wrote:
How often are you going to be changing the avatar, Mira? You've done so around 3 times already. I've just never seen someone change avatars in the middle of a campaign before, is all.

Probably moderately often but this is a short game so not that much. Its not something I would normally do but its a core part of her character, she changes identity as easily as she changes her clothes. At this point it is possibly a sort of mania with her.

Quote:
I don't think any of the buffs aside from communal protection from fire even can apply to Krowys, as I made sure to give him relatively high AC when compared to Mira's character.

Most of them are just for me but some may be useful to others. Life Bubble makes you immune to most environmental effects long with things like gasses, Darkvision is useful if you dont have it. I am holding off offering shorter duration stuff to everyone as I do have some limits on my spell slots but I may well start throwing around Heroisms if it feels like we need it.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

As someone who can't self buff like that, I certainly wouldn't say no to any of those things mentioned!


Forces of Nature Battlemap

@Mira: Yes, as I said I will update as needed situationally but I need to be sure I have the base stats right in my default pastes file. Thanks for updating for the current situation, I'm not going to paste into my default file on the campaign page but will certainly use it if needed.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

I'll have my status spoiler updated tomorrow with any buffs. But I will be going with minimal buffs until we have a better idea of what we're facing.

@ Mira Thanks for the offer of buffs but I think I'll say no for the moment. Save your powers for when we splash into the deep end of the pool. :)


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5
Pact Witch wrote:
The familiar retains its spells known; its memories; and its Intelligence, Wisdom, and Charisma score

I had to adjust Liber's Wisdom and Charisma scores since I momentarily forgot how Pact Witch familiars work while setting everything up. I've had it decided that Liber was previously a fox, so I copied the 12 Wisdom and 6 Charisma, while they retain the 22 Intelligence that comes with being a Sage familiar. So in summary, these two are nowhere near the face of the party.

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