Seoni

LifeLover's page

101 posts. Organized Play character for @scottg0.


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Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I will pick "Spell Penetration" and pay for an atonement using 2 prestige points.

For the rest of the party wondering what is going on, from the chronicle sheet:

Quote:

Ocher Rhomboid Ioun Stone: You activated an ocher rhomboid ioun stone, an evil item that radiates the associated aura, but gives you a bonus feat. Fill in the selected bonus feat in the space provided below (you must meet all prerequisites for the chosen feat).

Activating an ocher rhomboid ioun stone is an evil act that shifts your alignment one step toward evil unless you receive the benefits of an atonement spell. If such an alignment shift would result in an evil alignment, you may no longer play the character in the Pathfinder Society Organized Play campaign.
This ioun stone is cursed, and can’t be removed by its owner or anyone else without a remove curse or similar spell, as detailed on page 536 of the Pathfinder RPG Core Rulebook. (The ioun stone has a caster level of 12.)

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Day job: Profession (courtesan): 1d20 + 5 ⇒ (18) + 5 = 23
Boon: 1d20 ⇒ 20 Which one?: 1d3 ⇒ 1

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Not sure how I got dragged into the room, last I checked I was outside the door. If it was d-door, then fine. Otherwise I was going to move up to the door entryway and look in to see what's going on.

I cast Lightning Arc between the two remaining things with the damage converted to fire instead.

fire damage: 11d6 + 1 ⇒ (5, 1, 1, 1, 6, 2, 2, 6, 3, 3, 5) + 1 = 36 DC23 reflex save for half.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Trokkus wrote:
... Smite Evil Magic feat.

I'd never heard of that one before and had to look it up, nice one.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I can't see it to identify it, it's around the corner when it was cast.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Spellcraft: 1d20 + 16 ⇒ (18) + 16 = 34

I cast Haste again on the party, getting everyone this time.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I'm not seeing any bold so not sure who's up.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I'll be on vacation out of country and returning on the 21st. I will have internet access but don't expect a whole lot of posting while I'm away. Feel free to bot me as needed if I don't post fast enough.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Loxx wrote:
We're not close enough for you to get us all with haste.

Oops, when I looked at the map last we were all together. I will get Pigglevitch, Loxx, and myself with the haste as I move up to see them after they ran into the other room.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I cast Haste on the group.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I cast Magic Missile at the ghost thing sending all of the darts right for it.

SR: 1d20 + 11 ⇒ (17) + 11 = 28 Not sure if it has SR, pre-rolling it just in case.

MM damage: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6
MM damage: 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5
MM damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
MM damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
MM damage: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6

damage total: 6 + 5 + 7 + 7 + 6 = 31

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Ready.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I'm ready to move on to the next room.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

You can also just link to the PRD (Weird Spell) instead of copy-pasting, but that is a very nasty spell at such a high level used against us lower level characters.

I don't want to meta-game, but this is kind of relevant. One detail you left out of the trap which would make several people immune to the Weird spell,

Quote:
"an individual creature can be affected by a spell from this trap only once per day."

Which would mean that Trokkus, Jack, and Piggle were all immune to the second spell and thus shouldn't be taking any damage.

Also we're playing up (high tier), the pearl of power should be for 3rd level and I wouldn't have been able to identify it with that horrible role. But that doesn't stop Piggle from swiping it.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

After everyone is done playing touchy feely with the statue, I move to follow Trokkus and Loxx as we head into the next room.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Will Save: 1d20 + 11 ⇒ (16) + 11 = 27

"Will you guys stop touching things, that made me shiver in a bad way and I don't like it at all."

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Quill Spellcraft: 1d20 + 16 ⇒ (1) + 16 = 17
"That quill seems useful for someone that prepares their spells each day."

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Grey blob on map would be my vote.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I will be attending CppCon (C++ developers conference) and classes starting tomorrow and going for 9 days until Sept. 22. Please bot me if needed but I will try to check into the game at least once a day.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I'm not going to strip for anyone (without being paid my usual fees) and will happily fight this thing. Trying not to meta-game here, but I did identify it. Remembering that it is a positive plane thing and as an angel, it can't exactly smite good or anything. It can't hit that hard and most of it abilities are geared towards fighting evil, which we are not. I was really hoping to just intimidate it out of our way, and we just go on with our business.

Sovereign Court

1 person marked this as a favorite.
Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Loxx wrote:
I'm sorry to possibly force the combat, but Loxx cannot make the Bluff check and will not take off his magic items.

No worries, I don't want to get naked either, unless I'm being paid. Let's get it on. Let's roll us some initiative. And see how we all work as a team.

Is this smart to do? (Int check): 1d20 + 1 ⇒ (3) + 1 = 4 Seems reasonable.

"How do I say this politely? NO! Stand aside or you will get hurt."

Intimidate: 1d20 + 18 ⇒ (12) + 18 = 30

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Knowledge (planes): 1d20 + 11 ⇒ (14) + 11 = 25 I tell the rest of the party what that is.

I greet the angel in Celestial.

Celestial:
"Greetings, we are not here to defile any sacred site. Sorry I will switch back to the common tongue so the rest of the party will understand."

"As I said, we are not here to defile a sacred site. Can you tell us more about this place?"

I'm not real convinced that we aren't here to steal the tokens from this place and thus may be lying. If you feel like rolling an opposed bluff for me, I'm at a +22.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Baron Jack Pineglade wrote:
"I got my wand under control, it just takes a little longer than most."

Said in a sultry voice with way too much sexual innuendo and a slight blush of the cheeks on command. "I appreciate when a man knows how to handle his wand and can make it last longer."

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Baron Jack Pineglade wrote:
Flipping a wand over his shoulder to Lifelover, Jack asks "This what Ya after?"

"That's perfect Jack."

During our journey, each night I use my Mnemonic Vestment to cast Secure Shelter from a scroll without consuming it. We have a comfortable place to sleep.

Seeing Jack struggling with the wand, I say in a very provocative voice filled with innuendo. "You know Jack, I could help you with your wand..."
I punctuate my speech with a little dance twirl that makes the silks I wear reveal lots of skin.
Perform (dance): 1d20 + 10 ⇒ (20) + 10 = 30

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Ready to roll.

"I've got the camping arrangements covered with Secure Shelter when/if we need them."

"Trokkus, do you happen to know the Keep Watch spell?"

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11

Looking around and asking a few questions of the locals, I get no help in gathering information.

"Allina, do you know how many people were in the group that left a few days ago? Are there any preparations or supplies you would recommend for our journey into the Wyvern Mountains?"

Sovereign Court

I am traveling at ReaperCon in Texas until Monday so bot if needed, but I will try to check the games I'm in at least once a day.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Addressing Pandora. "Oh what a lovely voice, do you sing?"

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

You see a beautiful Aasimar woman gracefully enter the room covered only in very revealing silks. You gather from the way she carries herself and the way the silk is both revealing and covers all of the important bits, that she is a professional at showing just the right amount of skin and translucency. As she sees everyone is watching her enter, she gives a little twirl, like a trained dancer, to set the silks swirling. You catch a glimpse of tattoos under the silks but they seem to be covered sufficiently that you can't quite make them out.

"Greetings fellow Pathfinders, I am LifeLover."

Looking around the assembled group, she looks each and every one up and down as if to assess how much money each of you might be worth. As she examines The Baron and whinces at the state of his armor, she comments. "You know Baron, I could help you clean up that mess" gesturing to the armor with a finger, "with a little bit of my magic."

Sovereign Court

Michael Hallet wrote:
Barbarian 6/Druid 4 - Fairly durable melee bruiser. Doesn't do insane amounts of damage, but is respectable with a round to buff. Decent AC for a barbarian type.

Looks like this would pair well with DM Livgin's stabby.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
GM Lamplighter wrote:
Chronicle link

Sheet is missing your signature, PFS number, and all the other GM fields at the bottom.

Sovereign Court

2 people marked this as a favorite.
Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

"Sorry about the tent fire then the subsequent blindingly bright flash of fireworks. I hope that too much wasn't destroyed in the short time."

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
GM Lamplighter wrote:
Do creatures automatically know the duration of variable-effect spells they suffer? I don't think there's any rule to that effect. Often in FtF I roll it openly so I have less tot rack, but in PbP it's easy to keep it secret to preserve the mystery.

I like the mystery myself, adds more realism to the fantasy. I doubt a character or a monster would know the exact length of the debuff but I as the caster would know it is not too long since I cast the spell and know the max would be say 5 rounds. Then I could choose to do nothing for a few rounds and see if it clears up. Or if I'm told bad things are happening, then I need to clear that condition immediately and join back in the battle. In that way I try not to let my player knowledge interfere with my character's knowledge.

And tracking that for PbP is so much easier than in person. I can just make a note of the current status and refer back to it whenever needed much to my players annoyance (they hate to be reminded on how many hit points they are down). I do that with index cards for each player in person.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I don't like those things trying to get me so I move away from the new pit and cast Mirror Image. Now there are many beautiful copies of me there.

images: 1d4 + 3 ⇒ (1) + 3 = 4

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Player Name: Scott Gustafson
PC Name: LifeLover
PFS #: 126926-4
Faction: Sovereign Court
Day Job: Profession (courtesan): 1d20 + 5 ⇒ (9) + 5 = 14
XP: 26 (Normal speed)
Fame: 48
Prestige: 24
Wealth: 6226g

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I'll come back into the order after Inkwell, since it gave me the warning.

Move action, retrieve potion of remove blindness/deafness.
Standard action, drink it.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Bertha Wotither wrote:

Bertha moves to Lifelover Where is the damn wand? We need to repair this rune or we are going to be over run!

If Lifelover has it, Bertha will try to find it

Im pretty sure lifelover had the wand, plus lilybeth has a lot on her plate already

"Did I have it? That was so many days ago, I don't remember."

If I had it, it would be in my handy haversack for easy storage and retrieval.

Sovereign Court

1 person marked this as a favorite.
Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
GM Lamplighter wrote:
It doesn't look like Dimensional Steps is eligible for Specialty Stowaway, since it has neither a limited number of uses per day nor a limited number of rounds per day. Am I missing an interaction of clarification somewhere?

Reading Dimensional Steps leads me to believe that it is in fact limited to a number of units per day. That would be 5-foot increments of 30-feet per wizard level. So in this case 54 uses per day if needed. (That's (30/5) * 9)

For the familiar to use this and bring another, it looks like it would take double the number normally used. And carrying someone uses double, so quadruple for the familiar to bring someone. In this case it would be limited to 13 uses of 5-feet or 65-feet total per day. To me that reads as a limited number of uses per day.

Links for those that care:
Conjuration Dimensional Steps (Sp)
School Familiar Specialty Stowaway (Sp or Su)

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I delay for now. Nothing seems different to me.

Blinded in Round 3 for 5 rounds with GM forced reroll.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Lilybeth Zey wrote:
You can cast remove blindess on yourself, using the mnemonic vestment, but I think the 1st round haste already gave us enough of an edge to succesfully finish this fight!

I have a potion on me of remove blindness (not my first "accident") but ya I wasn't too worried about this fight just yet. I'll start worrying if you guys start telling me to nuke the place.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Then there is the "accidental" blindness to deal with. Well at least while I'm blind I'm probably not going to "accidentally" start any more fires. Probably just get to stand around now and look pretty.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
Bertha Wotither wrote:
As she does you can see her mime using a puppet with marionette strings.

If only I could see with your eyes...

Sovereign Court

1 person marked this as a favorite.
Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste
GM Lamplighter wrote:

[dice=SR]17 - the ceustodaemon is unaffected

They don't have SR. PRD

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

So hoping you tell me I can burn it all. Who's got evasion? hehehe

Sovereign Court

1 person marked this as a favorite.
Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I move a little closer to the action and check out what is going on in the pit.
"Suppose I shouldn't have set fire to the tent. Sorry, let me put that out real quick."

I cast Pyrotechnics to cause a fireworks display and extinguish the entire fire. As the fireworks go off, everyone (within 120', so everyone) is blinded for rounds: 1d4 + 1 ⇒ (1) + 1 = 2 DC18 Will negates.

Will Save: 1d20 + 10 ⇒ (1) + 10 = 11 "Dang it, I hate when spells backfire. I'm not sure I'm helping here."

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I use my hasted speed to move forward a bit then cast Lightning Bolt at Pink while changing the energy type to Fire.

Lightning Bolt (Fire dmg.): 10d6 ⇒ (1, 4, 1, 2, 4, 3, 3, 3, 2, 2) = 25 DC21 Reflex half
Assuming no SR.

Nobody identified these but we were told they were undead which is the only reason I changed the energy type to Fire. If you feel this is unreasonable knowledge for me to have, feel free to ignore the energy type change and treat it as electricity instead.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

I'm fine with my round 1 action, I got a Haste off for once being first. Just waiting on round 2 and to see what the undead things do.

Sovereign Court

Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

It's probably related to the cunning plot to get back at all the humans that believe all the snow white and the seven dwarfs stories and think there are really only seven possible types of dwarfs: Grumpy, Happy, Sleepy, Bashful, Sneezy, Dopey, Doc.

;)

Sovereign Court

1 person marked this as a favorite.
Resources:
Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3
HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19
Active:
Haste

Plot twist, Sickly is on the undead's side and has been spreading disease to kill everyone this whole time. Has anyone actually seen if he is NOT an undead under all those furs?

;)

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