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            |   | Colin Rosenthal's page 103 posts. Organized Play character for Colin_Mercer.
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                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Venture-Captain Colin Rosenthal flies down from the sky and briefs you with the upcoming engagement:
"Field commanders, listen up. The goal is to destroy all enemy armies in the field, so that they can pose no threat to our march toward Jormurdun."
 "The lakeside settlement of Silvershore was once a thriving fishing town. It had the lucrative privilege of supplying a massive, floating pleasure palace known as the House of Reflections that drifted near the middle of the lake. Many now believe that the House of Reflections has become haunted and extremely dangerous. Scouts report that Silvershore itself is fortified and currently serves as an outpost for demons." "By capturing Silvershore, the Society will not only eliminate an enemy stronghold but also secure a defensible forward camp. This camp can serve as the launching point for their march on Jormurdun through the mountain passes of the Wolfcrags to the north. The area teems with cultists and murderers loyal to Tancred Desimire." 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   After the ex-Master of Spell address the groups, the crowd break into multiple smaller teams with venture-captains for further instruction. “As Aram Zey said, we have identified the six most damaged areas of the tapestry. Unfortunately, each of these areas is populated. In some of them, you’ll find allies who require aid, and in others long-time foes who would thwart our efforts. We must defeat these foes or win them over to our side. Choose your missions carefully! If you have visited the tapestry before, its people are likely to remember you—for good or ill." “I do have one piece of good news—the tapestry’s attempts to repair itself have caused loose threads from these six locations to connect to each other. What that means for you is that traveling between those locations once you’re inside should be straightforward. Advance scouts tell us these connections look like bridges made of tattered fabric decorated to resemble the two locations in the tapestry that the bridge connects." “As for getting back home, when you enter, you’ll leave a little blue portal behind you. It’s called an astral eddy, and it’s your personal connection to the Material Plane. Walk back into it, and you’ll reappear in Absalom. Once you’ve come home, though, we won’t be sending you back in." “You have two days to complete as many missions as you can, but don’t be so hasty that you throw away your lives. Take the time to rest if you find a safe place.” Venture-Captain Colin pulls out a sheet of paper and have it pass along the team members, on the paper is the compiled list of missions available "Completing any of the missions below can assist in the Pathfinder Society’s efforts to secure a region of the tapestry. Choose carefully, as you likely do not have time to tackle every mission." Mission Briefings wrote: Mission 1 Visit the Muckmouth lizardfolk allies. Help them fight back an undead incursion and secure a source of magical relics for their tribe. Mission 2 Answer the call from the ratfolk of Round Mountain. The entire mountain is unstable, and dangerous creatures abound! Secure safe passage to the Pagoda of the Rat. Mission 3 Return to the Temple of Empyreal Enlightenment. Since being cleansed of corruption, the temple has flourished—but its leader now falters in the face of the tapestry’s chaos. Set things right. Mission 4 Investigate the duergar of Slave Mountain. They are growing more desperate and aggressive, enslaving victims and performing a disturbing ritual. Uncover their dark plot and stop the ritual! Mission 5 Counter the Aspis Consortium’s influence. Though many tapestry residents distrust the Society, three factions have agreed to meet with us. Convince them to stand with the Society in this desperate hour. Mission 6 Secure the mystical fountain. This eternal water source could aid the tapestry’s repairs, but it has stopped working. Restore the fountain and claim its power for the cause.
   
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Chronicle sheet looks good. Thank you TOZ and Ebonfist for running! 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Player Name: Colin
Character Name: Colin Rosenthal
 Character Level: 14
 PFS Number: 2411798-1
 Faction: The Exchange
 Slow/Normal: Normal
 Day Job: Survival Take 10 = 32 = 75gp
 Thank you very much for running! This would probably be Colin's retirement scenario as well, a good stopping point. I don't think Hell's Vengeance even provide chronicle sheets like WotR or Tyrant's Grasp...? And I heard Death in Hallein Town is locked behind GM Boon, that only a few selected GM can run it. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   What if.....a Decemvirate mask is shared by a team?! Colin nods at Petulengro's proposal. being then Ten sounds interesting, so Yes 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   "Does this spell you invented works on yourself when you have the mask on?" Colin asks the Venture-Captain Is this something that, story-wise only one of us get to be the Ten and chronicle wise everyone get the option? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   "Your colleague is a graveknight with an artifact as part of his armor, and was doing some terrible ritual that may or may not blow up the Grand Lodge," Colin points to the pieces of the helm, "not that it matters to Flyn's bow and arrows. Thanks to Grandmaster Torch who discovered graveknight's identity, we were able to come back in time to put a stop to Vahlo's evil plan." 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   A good anti-hero come back story, love it
Colin put down his bow. "Without condoning... or condemning. I understand."
 "Despite what happened here, not every Pathfinder will know or understand what happened, and not all of them will accept or forgive you, Torch. You already know that." he says solemnly, "But my Rosenthal Lodge will always welcome you as a true Pathfinder." 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   If Flyn/Quenly/Tad's head doesn't explode, then Colin will follow suit and put on the helm for a moment, then pass it to Torch. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   "Does that mean we can rule out the possibility of the Decemvirate being ten-headed monsters?" Colin jokes "Well, if we need body, I can call out 1d4 + 1 ⇒ (1) + 1 = 2 cyclops and a bunch more elementals to wear it in succession. What's the catch though? " Colin looks at Torch, anticipating that there's more to what he said as always. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   "Torch! Didn't know you're a bowman youself, welcome to the gang, but I'm afraid you're late to the party." To answer Torch's question, "Yes and No. We know that Vahlo is a graveknight with this artifact helmet as part of his armor. But since we're merely venture-captains at best and no wizards, we don't currently have a way to destory it. Since you hate the Decemvirate so much and rightfully so I guess, do you know how to destroy the helm?" 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   "The helm is indeed rumored to be artifact, so it's really difficult to destory. Hypothetically, throwing this and the whole suit of armor into positive energy plane should almost instant kill him whenever he return to his unlife? Either case, it is not something our druids can deal with unfortunately. That being said, we Society have many experience destroying artifacts, and when our comrades return from Gallowspire, we should be able to figure something out collectively." 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Knowledge Religion, IDing undead: 1d20 + 18 ⇒ (8) + 18 = 26 Colin flies over and picks up Vahlo's helmet, "Didn't know Decemvirate's hat have built-in undead contingent resurrection functionality." 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Flyndyngylyn wrote: Is Air Walk still active?
 Extended Communal Air Walk last 140 mins after cast on Tad and Flyn, so yes, it's still active.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Colin Fort: 1d20 + 22 ⇒ (8) + 22 = 30 DR 5/piercing, Resist Electricity 30, so no damage?
Quenly Fort: 1d20 + 18 ⇒ (9) + 18 = 27 Resist Electricity 30
 Quenly flies toward the halfling Vahlo 60ft fly, while Colin takes off and gaining altitude of 30ft 70ft fly diagnal up. "Round 2? Round 2." Reminder that we all have Resist Electricity 30 and Ablative Barrier, so whatever damage that's left after the saving throw and energy resistance you might take, half of them will be converted to nonlethal damage. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Colin also haven't act yet so will do a round worth of action
Seeing Quenly's spell having effect, Colin will follow suit, taking out some Myrrh and use his Greater Dispel Magic on the red circle.
 Greater Dispel Magic CL: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26 For what it worth, CL15 = 3 spells worth of dispelling if successful
 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Quenly Fort just in case: 1d20 + 18 ⇒ (1) + 18 = 19 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Colin Fort: 1d20 + 18 ⇒ (18) + 18 = 36 Quenly, as part of his oracle curse, is already deafen :) Quenly Spellcraft: 1d20 + 22 ⇒ (5) + 22 = 27
Quenly recognizes that the ritual’s energy has become unstable and is at risk of blasting from Skyreach in a random direction with unpredictable results, but he thinks it might be possible to take control of these wild energies, and relay these information through the telepathic pseudodragon and telepathic pooka to everyone.
 In an attempt to stablize the red disk, Quenly will cast Dispel Magic at it... CL: 1d20 + 14 ⇒ (19) + 14 = 33 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Quenly cast Divine Favor on himself while Colin overwatching, ready to shoot at new threat as it show up.
"Maybe Torch is afraid of height, he is more of a bathhouse person afterall."
 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Even though my GM forgot to cross it off (on top of not wanting to run part 2), Colin also do not have that boon. Not gonna lie, out of character, I kinda like Torch. Reminds me of Char. EbonFist wrote: Only one of Colin's arrows strikes his target.
 So 29 did not hit the flat-foot AC after whatever spell that is was dispelled, and 26 did not hit its touch AC? I'm surprised.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   BOTTING Quenly
Quenly will cast Displacement as well as Quicken Dispel Magic, then move closer a bit.
 CL check: 1d20 + 14 ⇒ (6) + 14 = 20 Dispel one spell that's CL9 or lower, starting from highest CL
 After Quenly have hopefully weaken Vahlo somewhat, Colin will studies his target,activate Boot of Speed, and fires at Vahlo , mixing a Tangleshot Arrow in the volley to hopefully make Vahlo easier to hit for Flyn.
Silver Nocking Point reduce wind penalty to -2, and should be hitting flat-foot AC which hopefully trigger his 1d6 Sneak Attack?
 Manyshot: 1d20 + 24 - 2 ⇒ (7) + 24 - 2 = 29Damage: 1d8 + 17 + 1d8 + 17 ⇒ (2) + 17 + (1) + 17 = 37Sneak Attack: 1d6 ⇒ 3
 Rapid Shot: 1d20 + 24 - 2 ⇒ (18) + 24 - 2 = 40 Damage: 1d8 + 17 ⇒ (6) + 17 = 23Sneak Attack: 1d6 ⇒ 2 Haste, Tangleshot Arrow TOUCH: 1d20 + 24 - 2 ⇒ (4) + 24 - 2 = 26Auto entangle for: 2d4 ⇒ (1, 2) = 3 rounds BAB-5: 1d20 + 24 - 2 - 5 ⇒ (5) + 24 - 2 - 5 = 22Damage: 1d8 + 17 ⇒ (4) + 17 = 21Sneak Attack: 1d6 ⇒ 5 Colin's invisible familiar will cast Minor Image to create another Quenly, while Quenly's Pseudodragon will stand guard with blindsense to detect unseen enemies. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   EbonFist wrote: Severe winds are in effect.  They won't prevent you from air walking up there but if you try to use it during combat, the wind will push you 50' from left to right.  They also impose a -4 penalty to ranged attacks. We all have Freedom of Movement up, so the wind shouldn't affect our movement? For reference, Freedom of Movement allow the creature to succeed at ALL swim check per Aquatic Adventure p.45, and water is a much denser fluid than air and more difficult to navigate in.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   After carefully plannings between the casters, Colin casts Extended Communal Air Walk on everyone, and then Colin and Quenly casts a dozen of other spells on teammates. Colin will takes out his trusty bow and ready. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   If Flyn already has a +4 Ring of Protection, then I think we should conserves one lv1 slot and not have Quenly cast Shield of Faith on Flyn. Falling is much less of an concern at this level, especially since 10d6 can't kill you and you can still attacks from the ground. I see that Tad has a ring of protection +5 and amulet of natural armor +5! So he doesn't even need the Shield of Faith or Barkskin at all. Quenly's spell reserves from his header: ①6/8, ②7/8, ③3/8, ④5/7, ⑤6/7, ⑥5/6, ⑦4/4
Quenly cast: ①Shield of Faith x2 on Quenly, Colin; ②Bull's Strength x3 on Quenly, Flyn, Colin; ⑤Shadow Conjuration->Ablative Barrier x4 on Quenly, Tad, Colin, Flyn; ③Channel the Gift on Colin (to cast Communal Resist Energy one more time)
 //Quenly already had FoM up so we don't have to worry about that
 Colin will cast Extended Communal Air Walk on everyone, Extended Communal Resist Energy(Fire) 30 on everyone, Resist Energy(Cold) 30 on everyone, Resist Energy(Electricity) 30 on everyone, Resist Energy(Acid) 30 on everyone, Communal Delay Posion on everyone, Strong Jaw on Quenly, Freedom of Movement on Tad, Eagle's Splendor on Tad (for Channel DC), Aspect of Falcon on Colin. I would ask that Tad cast Communal Protection from Evil (with Colin's lesser rod of Extend) on everyone, firsts to prevent dominate effect, and that to foil Dispel Magic, since Tad has the highest caster level of 15, and Dispel Magic works on highest CL first. Speaking of Dispel Magic, I think Quenly would/should also put ⑦Shadow Walk on everyone. It doesn't have any practical effect in here, but being 7th level spell, it will be targeted first by Greater Dispel Magic first. And that's one less real buffs that would get dispelled. Last but not least, Colin will have Quenly use Mnemonic vestment to cast ④Deathward on Quenly, then Colin will use said scroll on himself. Colin will also use Heighten Awareness on himself. Quenly spell reserve post prep-session: ①4/8, ②4/8, ③2/8, ④4/7, ⑤2/7, ⑥5/6, ⑦3/4
Quenly's AC = (8 armour + 5 dex + 4 shield + 4 deflection + 1 insight - 1 size + 6 natural +5 barkskin) 10 + 8 + 5 + 4 + 4 + 1 - 1 + 6 + 5 = 42
 Updated my header, it should have the newest number 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Thank you. I will find some time today to go over everyone's buff and comes up with a spell plan for us later tonight. @Tad: I believe you should save the bonded item spell just in case, as it can be any cleric spell which is a vast list and offer the most flexibility for us. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   I would very much prefer waiting for hearing what Tad has to say and buff before we continue, and if Tad/Radelia also agree to delegate me to BOT Quenly. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Since Quenly would be our only front-line melee, I believe Sleipnir form is actually a better choice for a balanced option between attacks, AC, and HP. Since his damage will comes from spell's static damage mod (Divine Favor, Hunter's Blessing, etc) anyway. However, it's only 17 min per day so he shouldn't hang out in that form. Wing of Darkness gives him Overland Flight as well so we don't have to worry about that. I would recommend putting up Freedom of Movement, Bull Strength, and Shadow Evocation->Ablative Barrier for Quenly, and Shield of Faith +4 on everyone. Looks like Tad does not have Air Walk prepared, so Let's go with Communal Air Walk on Tad and Flyn. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Flyndyngylyn wrote:  Flyn has a potion of fly he could use… Colin, how long does Extended Barkskin last? Is it still current? Also, as for Quenly, I know he can take dragon form; would that be a good thing for him to do? He could fly up and some undead are vulnerable to fire… 
 Duration: CL14 x 10min/CL x2 = 280min = 4 hours 40 mins. It will probably last till the end of our mission. The Communal Air Walk also last this long if I cast it on a single target (spell split duration between target)
 Preferrably we use free spell instead of comsumable. I will look up what Quenly could do when I go home. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Colin himself got Extended Overland Flight, and still have a Entended Communal Air Walk and a Fly prepared. That being said, we also have a cleric and an oracle who also has Air Walk in their spell list, but I don't know if they're currently air-walking or not. Flyn get to decide whether he want to be air walking or flying I guess. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Technically, I signed up for TOZ's game, and I'm grateful to EbonFist for stepping in to run it. In hindsight, I agree that the word I used was strong in a general sense. However, given a few unfortunate past experiences, I felt it was warranted at the time. That said, I was by no means referring to this game. I've played with everyone at this table before, and I have full confidence in our team. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Vacation, how nice! I hope you have a fun and safe vacation. My apology. I just had way too many bad experience from PbP/PbD GM that I can't no longer trust anyone blindly. Sort of like a PTSD. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Just to clarify, by "Keeping to yourself" you mean private message instead? Or do you mean that players just have to suffer from a GM's mistake without saying anything? A nearly 60 point of damage difference is not insignificant even at this level, and such mistake could lead to more unnecessary resource expenditure now that will make later encounters unnecessarily more difficult. I'm sure a experienced GM like you know the importance of providing a fair gameplay experience, and why this would be a concern due to our party composition. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Flat-Footed wrote: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed.  I'm merely making observation based on what's written on the rule.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   A Nightwalker Nightshade has flat-footed AC of 29, which means Flyn's 2nd iterative should've hit as well. So the damage total should be 37 + 109 + 44 + 39 + 39 - 15 = 253, since you only deduct DR once because Clutered Shot. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
            
              
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                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Friendly reminder for Hunter's Blessing (Undead/Urban) Colin gave everyone, for a +2/+2 Sacred bonus vs undead that stack with Ranger's Favored Enemy (for being bonus of different type and different source) 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Delay for still in the Force Cage. The caging bomb thing is CL16 minimum for lv6 extract = 16 rounds. No line of effect between Colin and the monster. Kn(Religion): 1d20 + 18 ⇒ (16) + 18 = 34 to identify the monster. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Would like to confirm the duration of Force Cage as well 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Colin knocks at the Wall of Force heavily as he watches the alchemist leave the room like that. Sigh... The familiar create another illusion writing board for Please search the library while I wait for the Wall of Force to disappear 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   *breath on the glassWall of Force and write a "T" for Torch on the condensation* His Pooka familiar jump out and cast Minor Image to form a white board with the words Torch is right, we are looking for Vahlo on it. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   I see that they're as preped and buffed as a true Pathfinder. Maybe we're not so different after all.... 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   The alchemist lock Colin in the force cage, Colin lock alchemist out of using more bomb because the force cage will go away and form at the new target if the alchemist use the bomb at others. Colin put away his bow as a sign of peace and knock on the wall. Obviously, you can't talk to someone on the other side of a Wall of Force. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   This is what happen when we have to BOT in a seeker game, there's no reason Quenly wouldn't have Air Walk going at all time and be out of reach for non-flying melee foe, when a single casting last more than 2 hours. When he and my investigator/Colin's son hunt down Thurl, the whole team was flying/air walking for most of the time. He also kept a pseudodragon from Shadow Conjuration->Draconic Ally up and use the dragon as a warning system with its 60ft blindsense, and telepathic comm relay. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Ready
Thanks for stepping up for this.
 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Delay till the cage goes away/to other people 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Grandmaster TOZ wrote:  Does the admixture? In any event, go ahead and roll the reflex save to see if the answer is relevant. 
 That is some cool stuff that I never encounter before. Upon close reading, it indeed does not mention save of any kind. 16th level stuff(6th lvl extract) being more ridiculous than 13th level stuff(7th lvl spell) make sense, putting it to similar territory to Maze or Word of XXX series of spells.
 Alas, my alchemist is of Gun Chemist archtype and I don't think the Bomb Admixture series works on Alchemical Ordnance. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Force Cage does allow a reflex save, you know that right? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   GM, did you roll for miss chance for attacking through the mist? Or is there no miss chance 
All current buffs on Colin, all CL14, same order from the Google Slide
 1 Overland Flight(Improved Evasion)
 2 Hunter’s Blessing(Undead/Urban)
 3 Extended Barkskin
 4 Extended Freedom of Movement
 5 Extended Echolocation
 6 Resinous Skin
 7 Life Bubble
 Random one dispelled: 1d7 ⇒ 7 Life Bubble gone
 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   Are we waiting on Quenly or Flyn? I'm confused about the initiative order and who's turn are up 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   I believe everyone else took 30dmg, and Colin took 15 dmg for flying/Evasion, and Flyn and Colin heal themselves up with wands already. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
                 Male Human Nature Fang Druid 14, Venture-Captain 
              
              
                
                   
	
		   If more actions are allowed at this point, Colin will cast Invisibility SLA on himself and fly 40ft southeast to scout. |