Yethazmari

Nashantur's page

19 posts. Alias of Kydeem de'Morcaine.


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Not sure if I like the terrarium idea or not. Will give it some more thought.

Ok, think I will go with:

- The stasis room for the Ettin shamans (or whatever).
- I can have some NPC (not sure what yet) that threw himself in there with them to keep from going insane from the isolation. Ring of Sustenance kept him alive for too long as is. NPC will probably be a bad guy and at least kinda insane before he finally made the jump. Not sure how bad or how insane yet. NPC will have left a book behind to lure the PC's to rescue.
- I have an idea for a glyph puzzle which will summon various outsiders.

Scott Wilhelm wrote:

...

Put a Balor Demon and a Pit Fiend sealed behind 2 Glyphs in a room: one is marked "Damned if you do," and the other is marked, "Damned if you don't." if either is broken, the monster will ravish the party, but if both are broken, the Demon and Devil will destroy each other.
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This sounds more than just slightly amusing!


Yes, I think that will have to be in there!


Ok, the party has decided to go for something that I hadn't yet planned. There is a sort of vault / passage / extradimensional space thingy they have to get through. It has been closed up for many centuries, the PC's have just discovered the means to enter.

So obviously traps, undead, and constructs. There will be several/many of these. However, I want something other than just those. Just those will over-spotlight half the party. As well as leave the other half feeling kinda useless for too long.
This group has several fairly logical thinkers. If I put a tribe of Ettin shamans in there, I guarantee the will call B.S. "Wait, how have these Ettins survived for the last 3 eons?!?"

So what are some opponents / obstacles that could make sense in a long closed vault (other than the usual traps, undead, and constructs)?


I never thought of a merciful metamagic rod. That may be the way to go. If I picked some other spell like hold person I wouldn't get all my blasting goodies with it. So the DC and caster level would be much lower.

I really wanted to just take away the benefits of Drunken since he put that in there just to give me a little return jab. It would have been more fun to just nullify it. But it doesn't seem like that is possible by RAW. I'll go to a bar and try all those other spells on some drunks to see how the GM rules them working.

Thanks folks.


Claxon wrote:
Most melee weapons can be used to deal nonlethal damage. It does however cause a -4 attack penalty. I say most instead of all because I think there might be 1 or 2 that say specifically they can't be used to deal nonlethal, but I can't remember what they are.

Most of our damage has been from me as a blaster sorcerer along with a few SoD spells. We have a buff/heal oracle. And I don't know about the other guy. His character's story pretty much got resolved and is being retired. So I don't know what he is replacing him with.


Dave Justus wrote:

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I would say your best bet is just to plan on some good non-lethal damage, beat them up, and toss them in the drunk tank to sober up.

The current group setup does not have much in the way of doing non-lethal damage. Especially to an amp'd up monk and barbarian.

I was thinking if I could get rid of a bunch of those bonuses they might be a bit more amenable to a diplomacy or intimidate since they won't be bargaining from such a strong position (or lack of control). And if we do then still have to try and do non-lethal damage it won't be quite as difficult without all their bonuses.
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blahpers wrote:
In Pathfinder, alcohol is a drug, not a poison. The spell won't affect it.

Anything in PF to get rid of the effects of a drug? Restoration? Heck I might even be willing to cast a Heal if it would get rid of the effects.


Ok, our GM knows I don't like the whole concept of the Drunken Master monk or the Drunken Brute barbarian. (My problem is really more experience with the jack-holes that usually seem to play them rather than the mechanics of the class.)

So since I was kinda tweeking him about the easy missions lately. We have suddenly gotten a mission involving a Drunken Master and a Drunken Brute. Of course we won't be allowed to just kill them. It sounds like our non-diplomatic group will need to go convince them to be good little boys and go home to momma. While of course preventing them from tearing up the town.

Now this is all poking fun at each other. There is no antagonism involved. I am not mad at him and he is not punishing me. So we don't need insults directed toward either of us.

I don't know details of the setup, but I'm trying to do some early preplanning. There is a spell to take someone out of their rage. I don't remember the name of it, but I will look it up and buy a page of spell knowledge with it.
The other side of the coin is the 'Drunken' part. I was thinking about ways to counter all that stuff.

Would you say the Drunken powers are not magical and therefore can not be taken down with Dispel Magic?

However, what do you think about Neutralize Poison to take the effects of the alcohol out of their system?

What do you think about Purify Food and Drink to take the alcohol out of their drinks before they are consumed?

Any other ideas you have for me?


MendedWall12 wrote:
... Heck if there are no authorities around you might just hand them over to the local people to adjudicate justice as they see fit. ..

Hmm... I am trying to remember if there are any cultures that have considered handing people over to the mob to do with as they will was considered honorable.

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I'm not an expert, but I can't think of any. There were times and places where it often happened, however I don't think it was considered honorable.


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

Nashantur moves to protect her master.

A 5' step to -D,9. Then bite attack with flanking.

bite: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17, if hit damage: 1d4 - 1 ⇒ (2) - 1 = 1


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

{Round 2}

Although she doesn't like an open fight, she obeys her master. With a hiss, Nashantur rushes into the fray...

Nashantur charges to 8,-E and attempts to bite the machine (+2 to hit and -2 AC).
bite attack: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 if hits, bite damage: 1d4 - 1 ⇒ (1) - 1 = 0 Sigh, minimum damage is always 1.


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

Nashantur moves in front of her master to guard him from attack.
Sss...

Move action to 8,B then hold action to attack an enemy that comes within range.


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

I come!


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

Nashantur initiative: 1d20 + 4 ⇒ (2) + 4 = 6

Though if you want Nashantur to just use Gruingar's initiative, that is fine.


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

Nashantur makes another effort to hide from the metal bugs. But she is also watching to see if the column changes direction toward herself or the campsite. She also is trying to get an idea of how swiftly they are moving. Normal person walking, ambling pig, running dog, etc...


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

perception: 1d20 + 10 ⇒ (7) + 10 = 17
Weird that we have different mods and still got the same number.

Must protect master...

Nashantur moves into the shadows just outside the firelight a little to the left of a straight line between Gruingar and where the sound seems to be originating.
stealth: 1d20 + 20 ⇒ (16) + 20 = 36


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

Looking back, I don't think I was clear enough describing this.

from SRD wrote:


Shadow Eidolon: A shadow caller's eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.

Emphasis mine.

So my eidolon is my detached shadow given physical form in the shape of a constrictor snake. Not a more usual constrictor snake.


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

Since it is not something applicable to Nashantur, I have just deleted his post.


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

I had better move closer to the boss in case he needs me.

Nashantur slowly heads over to be near Gruingar, but remains hidden as best he can.
stealth: 1d20 + 20 ⇒ (5) + 20 = 25

Terquem, I don't know if you want to impose penalties for the environment or not.


small serpentine eidolon HP 6/6; AC:17, Touch:15 FF:13, Per:-1; Int:+4; F:+0;R:+6,W:+2

This is his small serpentine eidolon.