HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
pretty sure that's where all our stuff was stored. "She may still be alive but only just. It looks more like the ooze is using her as food. I've never heard of this before but it could be that the ooze is using her ah... remains... as a puppet. If we are going totry to revive her then I suggest we try to remove some of the ooze first."
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"Ed, if that's still your sister then there is something very wrong with her! Froog proceeds to say a prayer of mending then touches Ed lightly on the back. He also directs the mace to continue swinging to know Lia out. cast cure wounds. Bonus action to swing sacred weapon. cure wounds: 1d8 + 3 ⇒ (8) + 3 = 11 sw attack: 1d20 + 5 ⇒ (1) + 5 = 6
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Having space to move away, Froog moves away from the black pudding to give Kriv some backup. He intones a prayer and flaunt flames erupt from his hand. Meanwhile the holy weapon continues to swing at the black ooze. cast burning hands at the two yellow oozes. Hopefully don't get Kriv... sacred weapon attacks the black ooze. burning hands DC 13 Vs Dex: 3d6 ⇒ (6, 2, 5) = 13 sw attack: 1d20 + 5 ⇒ (18) + 5 = 23
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
con: 1d20 + 2 ⇒ (17) + 2 = 19 damage: 5d8 ⇒ (5, 5, 7, 2, 3) = 22 11 damage Froog grits his teeth as the fog bursts around him. He makes his way out of the gas and away from the new enemy just in time to see Ed getting attacked from all sides. As he comes face to jelly with the black blob he summons Lathander's weapon again at the black pudding and calls forth his holy radiance. Cast spiritual weapon as bonus action. Use channel divinity as action. Move to get out of the spell effect. Radiance of the Dawn DC 13 vs con: 2d10 + 4 ⇒ (6, 4) + 4 = 14
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Frog beams with joy that Ed finally found his sister. That joy turns to horror as the truth is revealed. "Thank Lathander you're here to help Mr Jadger! As soon as I get my holy symbol we'll be back in action!" Seeing Jadger the friendly ghost seems to have hardened Froog's resolve. is this crazed gnome basically the mad hatter? If it weren't for the creature with the hole in its head it might be fun! Any sign of the black mass that was in the next room?
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"Boy, you are right. I'm quite hungry as well! I wonder how long we've been tied up here... How are we even alive still?! All those oozes, it was terrible." An audible grumble emanates from Froog as the realization is made. He begins examining the holes in the walls, his curiosity getting the better of caution once again. There's no bars or a door or anything locking us in here?
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Does order matter? Froog looks around suprised that he's the only one free. He casts guidance on Khaz doctor, heal thyself first then gets to work on freeing Ed. Ed and I can make short work of the rest of the bindings. Also, how are we looking on daily or per rest resources? I would imagine we zeroed everything out in such a desperate fight. I can actually cast a bunch of my spells of they don't take material components.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Waking up, Froog realizes his flashback seems to have become reality. He struggles against his bindings in a panic for a moment before giving up. str check: 1d20 ⇒ 16 Hanging there, Froog just sort of shuts down waiting to see what happens next.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
At the mention of the Faceless Lord, Froog has flashbacks of escaping the drow cell and plunging into the darkness. "We're not food!" he yells before remembering where he is. "We're not... You won't eat any more of our friends!" Froog looks determined to stop this but still a bit hesitant to start it now. I've got two lvl 1 slots left. Taking on the big ooze might not go well but I'm good to go if you all are.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"We were ambushed by your people on our way in. All we wanted to do was talk! They even summoned a five legged demon that said something about Mechanus! We were sent by them but we came to see if you could be allies against the growing threats in the underdark."
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Froog leaves the interrogation of the captive to the others. He doesn't have the stomach for that sort of thing. Instead he uses the time to catch his breath and patch up some cuts. hit die: 2d8 + 4 ⇒ (5, 5) + 4 = 14
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Round 4
"Mr. Starfish thing! You're here by accident! It isn't or fault!" action to cast lesser restoration on Ed. It happens after his turn though. Bonus action spiritual weapon attack. sw attack: 1d20 + 5 ⇒ (11) + 5 = 16
sw damage crit: 2d8 + 3 ⇒ (7, 2) + 3 = 12 advantage and crit due to it being paralyzed. Swing to knock it out. Also, did my cure wounds on topsy revive him or is he dead dead.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Froog causes the mace to try to knock out the last rat man then tried to revive Topsy. He stares in wonder at the new arrival. "What is that thing?" Bonus action:swing spiritual weapon. Move back next to Topsy then back away again. Action to cast cure wounds. sw attack vs Green: 1d20 + 5 ⇒ (12) + 5 = 17
Choosing to knock it out if it matters. cure wounds on topsy: 1d8 + 3 ⇒ (1) + 3 = 4 con save DC 11: 1d20 + 2 ⇒ (11) + 2 = 13 Froog looks around at his allies seizing up but shakes off the effect.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
I'll hold off on posting an action yet. I'm ok wirth it if Ed wants to move me though. In argument of no AoO's, it is forced movement which doesn't provoke, but it is friendly forced movement which isn't in the rules. I wouldn't be suprised if you rule that Froog ends up prone after that tumble.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Seeing that there are more enemies than he expected, Froog strides out next to his fallen comrade and holds his shield aloft. "Lathander! Burn these beasts that attack us! A burst of light flashes from the holy symbol and burns the wererats. Meanwhile, the spiritual mace slams down again with righteous fury. Action to use Radiance of the Dawn. DC 13 Con save for half damage. Bonus action to have spiritual weapon attack again. RoD: 2d10 + 4 ⇒ (4, 9) + 4 = 17 sw attack vs White: 1d20 + 5 ⇒ (20) + 5 = 25
Little Froog tearing it up! Now let's see if I survive...
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Kriv
tentacle 2: 1d20 + 9 ⇒ (18) + 9 = 27
tentacle 3: 1d20 + 9 ⇒ (11) + 9 = 20
Start with Khaz's target and go right if he drops. If all three hit the same target there's a DC 15 Con save or be debilitated.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Froog moves to head off the wererats. While moving he summons a weapon of Lathander then immediately calls down fire from the heavens. movement as shown. Action to cast sacred flame (DC 13 vs dex). Bonus action to cast sacred weapon (New Mace image indicates location). All on green. sacred flame damage: 1d8 ⇒ 5 Sacred weapon attack: 1d20 + 5 ⇒ (16) + 5 = 21
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"Topsy, Turvy, is this where you came from? Do you think it would make a better impression if you were leading us through the tunnels?" Froog asks as they make their way through the portal. He jingles slightly as he moves in his new armor. bought new scale mail to get back up to my full AC
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"Thanks for the info Mr. Jadger! We'll see if we can find the remains of your friend while we are in the rockblight. We have a were-rat issue to take care of first though." Froog addresses the spectre while agreeing with Ed.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Froog ponders what kind of question would be the most useful right now. He gives up and finally asks, "Have you ever heard of Brysis of Khaem and her sun hammer? It would have been in a ruin that looks like nothing around it."
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"And who might this other patron be? Miss Borscht-slinger had mentioned someone who's name rhymes with badger but she couldn't recall the actual name. Could this be the other patron you speak of? I think it may be!
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"Well that was exciting! Now that it's finished, I'd like to let Shroomlight know. And while we are over there, I'd also like to grt some armor that hasn't been melted by oozes." isn't the market almost next to the temple? I'm sure there is a place we can get these gems turned into currency there too.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"I remember something about a mad badger but I don't think it was a ghost. Anyway, thank you miss Borscht-slinger for your warning about the ghost. I apparently wasn't careful as I became one of those flying objects!
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Perception: 1d20 + 1d4 + 3 ⇒ (7) + (1) + 3 = 11 "I don't see anything but you have much better eyes than I do. I'll take your word for it. I wonder what's in there... give me a second and I'll check it out. Froog says another prayer and checks the inside of the table leg. cast resistance this time.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Fairy fire covers a 20 ft cube so if Vic points in a general direction once he moves about halfway across the room I should be able to get most of that area. Also, it's now a DC 13 dex save! Rubbing his chest, "Not by choice...
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
Picking himself up, Froog sees where Vic goes with weapons raised and hopes he understands the intent. He calls upon Lathander once again to illuminate the unseen. "Show yourself spirit! We don't need to fight but you need to give these people peace!" Half movement to stand. Action to cast fairy fire to cover where Vic moved towards. I figure that much talking was pushing it for one round.
HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2
"I have Lathander on my side and you are not unskilled in the arcane arts. We at least have what we need. I'm sure it'll be fine! To the woman, "Nice to meet you Clucky! I'm Capt'n Froog Nackle!" Froog tips his magnificent hat, "I'm afraid my companions and I have had a rough go of it recently and don't have that much of a sense of humor right now. I myself just returned from the precipice of death thanks to my dragonborn friend here and some attention from Mr. Shroomlight. Speaking of him though, we were told there is a ghost causing problems in the area. You wouldn't happen to know anything about that would you?" Kriv, don't forget to add the platinum ring to your sheet and mark off 100 gp
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I have an idea for an epic feeling low level adventure, but it requires the inclusion of a "stone to flesh" spell or something similar. If I include an NPC who can cast 6th level spells it would take some crazy excuses to justify that NPC not solving every problem. If I give them an item that can cast the spell the party could just sell it later and be crazy rich for their level. Here's the basic outline. Desert nomads use Stone to Flesh to turn rocks into meat because they're tired of the bland food produced by other spells. Big bad was petrified hundreds of years ago. Erosion has worn away at him so when he is unpetrified he's missing part of his brain and is weakened and crazy. Also, some of the things the nomads ate previously were inactive golems, and the partially digested golems suddenly activating again created some horrifying zombie-esque victims (turning a stone golem to flesh basically just makes it a flesh golem, and they'd probably be orks or some species that likes their meat raw). It turns out that the reason the big bad was petrified instead of just being killed is that his death triggers his crumbling but somewhat functional fortress, which is actually a giant golem, to go on a mindless rampage of revenge. Players must try to disable golem from the inside before it reaches a nearby populated area. A creative way to disable it would be to cast stone to flesh on some of its vital components to make them much easier to break. So really, I could just cut out the bit about using the spell to help disable the giant golem and I'd be fine... But I want that part :( Any ideas?
((TLDR: is there a good disarming build for a bard? Or a houserule? Or advice on tactics a bard can actually pull off?)) I'm playing a bard, and from the start I was aware of the idea that bards don't make good fighters. I just didn't realize how bad it would get, and hope that maybe I'm just doing something wrong and can change course. As it is, I have my bard song and a list of buffs in order of importance. Combat is often over before I even get a chance to cast all of them. Our group can handle some pretty significant CRs, and my buffs are a big part of that. But playing this bard means the only choices I make in combat are where to stand. And I always stand as far away from enemies as I can because they can usually one shot me. I understand that my character plays a significant role in combat, but as I player I could just leave a list of spells and go make a sandwich. I honestly tried to give my character something to do. Knowing the being a damage dealer was out, I tried to focus on being able to disarm. Now, I didn't fully appreciate how many foes don't wield weapons. Even when I do fight something holding a sword I find that their CMD is at least twenty points higher thane even my buffed CMB. I don't know what I can do to make myself more effective at disarming. I use a whip (which has an inherent bonus to disarming), the "dueling" enchantment that boosts disarming, a feat to base my CMB on dex (my second highest attribute after charisma), and the entire disarming feat tree. If I use a wand of true shot I will have at least a chance of succeeding, but two full rounds seems like a steep cost to simply hamper a foe. And that's assuming I don't get interrupted by needing to heal someone, or get stunned, or injured, or sneezed on... Is there some vital part of a disarming focused build I have missed? Is there a house-rule to make disarming more reasonable? Failing that, for the future, or if I can retcon my feat choices, What is a good bard build that lets you feel like you participate in combat?
TLDR: I'm curious what types of true neutrals are out there. Here's my character, I'd like to hear about yours. - So, a while back I made a character and have been playing a campaign with him. After I planned out his ideology I was kind of surprised to find that it seemed to fit best under the true neutral alignment. However, from what I've seen on forums like these it seems a rather atypical neutral. Funny thing is, I didn't know how much the planes would figure into this game. When I told my DM about my character concept we had the following exchange: "Have you been reading my campaign notes?"
While what follows may not reflect the exact rules-as-written nature of the planes, this is his take on it. In the campaign knowledge of the workings of the planes is generally not deep or widespread. By this point in the campaign the player characters probably know more about the planes than just about any mortal, but we're still learning things. Also, a few things have been changed. For example, instead of three of each there is only one "good" plane and one "evil" plane. - My character, Pelekko, is campaigning for material plane independence. It ticks him off that other planes keep interfering to try and lure morals to their side of some pointless eternal war. Even sometimes using the material plane as their literal battleground. So he basically rejects the alignments, seeing them as artificial. He believes that what you see when you cast "detect good" is how much essence of the celestial realm they have allowed into themselves. Upon death a person's soul is "taken" by the realm that has the most of their hooks in that person. It is unclear what happens to the true neutral, but he hopes he will reincarnate within the material plane. If not, he'll find some way to make that happen. Before the campaign started he was a spy. However, he was basically playing both sides in an effort to prevent a war. Disrupting the war-machine of the enemy while also exaggerating their strength in reports back to his home country. He would rather the mortal nations save their strength to fend off the true threats. One of the main conflicts in the campaign is that portals or "holes" are opening up which allow the demonic realms to enter the material plane. How would he like to deal with it? Rally the mortal nations for a counter-invasion until the demons decide it's a bad idea to keep those portals open. He's got some big plans. But is it that much crazier than a hero who hopes to attain godhood? - Pelekko- "We have spells that can return the recently dead to life do we not? Those spells are taking that soul one plane to another. Is it so unbelievable to think that these planes might be doing the same thing on a larger scale?"
- Pelekko- "Well, here's your chance! Just ask these archons which one remembers being your grandfather."
Long and short of it is that an Evil intelligent sword named Damocles is the primary antagonist of my campaign. One of his objectives at the moment is to create the perfect humanoid to wield him. He's basically doing this by selectively breeding various species. I will likely just fudge it and say he's using a magical process to combine species because a forced breeding program can get pretty creepy if you think about the logistics of it all. Damocles has no respect for organic life. He sees a strong wielder like a fighter would see a +3 sword. Useful, but discarded immediately when a +4 sword comes along. His ideal wielder would have high physical stats and low mental ones, particularly wisdom. Thus being someone he could dominate consistently. So, I'm looking for advice on what he might create for this purpose. Are half-fiend and half-celestial mutually exclusive? They are socially incompatible sure, but the circumstances would be mind control levels of coercion. I've ruled out vampire because they have too many restrictions on behavior. However, if there's some way to make him a lich that would be excellent. Damocles would love to have a wielder who will never bother him with things like eating or sleeping. Problem one, it looks like all liches are required to be self made. Second, so far as I can tell all undead are immune to mental effects like domination. Does that include vampires and liches? I was under the impression that was because of the "mindless" quality of zombies and such. Are fully conscious undead like vampires and liches also immune? half-dragon is practically a given. Will probably choose type based on whatever immunity doesn't overlap with immunities granted by other templates.
So, as far as I understand the majority of the population would fall into the "neutral" alignment. Not evil, but not selfless enough to be considered "good" either. So, good people become various celestials when they die, and bad people become various demonic thingies. The super lawful people become Axiomites, and I don't know if there's any chaotic afterlife. There are Proteans, but I don't think mortals can become those. There are also formians, but I haven't found anything saying if mortals become formians because they deserved to, or if they were just captured. What happens to all of the people who are just kind of "meh"?
I'm doing a bit of a different take on Neutral alignment. He's not just somewhere between being Good and Evil, he outright despises Good and Evil equally. As he sees it, angels and demons are using mortals as pawns in their eternal war. He wants the prime material plane to stand up for itself. His dream is that someday instead of residents of the prime material plane passing judgement on each other based on how "good" they are, angels will pass judgement on each other based on how "prime" they are. Anyway. I'm looking for suggestions on how he could go about doing this. Sure, he'll probably have no chance of actually pulling it off unless he gets to epic levels, and maybe not even then. Either way, it's a goal he's going to be working towards. I don't know if this is specifically pathfinder cannon, but in our campaign extra-planar creatures like demons or angels will simply re-form in their home plane after they are killed. This bugs him to no end. (I would be interested in knowing if we are wrong about this, but it has already been established in our game's cannon, so it'll be sticking around.) He plans to learn the spell "Create soul gem". It traps a soul, and if that soul is then used as a spell component or some-such the soul is destroyed utterly. Or as it says "Most methods of using souls extinguish them completely, consigning them to oblivion. In these cases, only the direct intervention of a deity can return them to life—and sometimes not even then, such as when the soul is specifically devoured by one of the Horsemen." Seems like if you need a thorough way to get rid of someone, that's as good as it gets. (this, along with the cash values of souls, is on the "Daemons" page if you want to check my work) Even if he does this full time he wouldn't be able to permanently kill more than six or so extra-planar creatures a day. That's not going to make a dent in their numbers, but it would make a good tool to keep specific enemies from coming back. Though it raises the philosophical question of what happens if this pushes him into an Evil alignment. Trading in mortal souls is "undeniably evil and an affront to the natural order" but their may be some wiggle room in the manipulation of non-mortal souls. Though if that's better, or much worse, or any different at all, could probably be debated all day. I'll see what my DM has to say. Lhaksharuts (No, my cat didn't walk across the keyboard, that's a class of the "Inevitables") have "separating the planes" at the very top of their to-do list. So if they can do it, it stands to reason that it is possible to cut the planes of good and evil off from the prime material plane. Or at the very least, put more restrictions on travel between them. Maybe reduce it to a couple of well guarded gateways. Of course that would be the kind of thing you can only even think about doing when you've got a kingdom under you. So, any other suggestions you have for carrying out this hopeless war would be appreciated.
I'm rather familiar with D&D 3.5, but would like to run a pathfinder game. I don't think that reading through the entire rule set is called for, but the system seems peppered with small but significant changes. Is there a list somewhere of these changes? I'm not talking about micro details like how tower sheilds are treated, but things that are important to character creation and such. |