I will not be on for our weekly hour tonight. Taking advantage of the cooler (less heat/humidity than it currently is outside) during the evening for the stuff on the homefront I am still working on.
Apologies for being disorganized for this campaign the past two weeks (and potentially another week or two).
I have been trying to do 'overtime' on the homefront situation while the weather is no longer as cold as it was and before the heat and humidity gets worse later this month.
Sylvara was kitted to actually carry a banner on Arataurë
Cool!
Should we retro gameplay to incorporate that?
GM Wolf wrote:
So everyone gets the +1 to two ability scores and we have the standard!
Too tired to properly think which the second ability for Preacher will be: One will be for Charisma (his attack/damage ability score with his starknife).
Using the Standard of the Celestial Heir as base item and adding the abilities of the five altars, say doubling the cost for making them hand-held slotless magic items instead of being immobile items that magic altars typically are, and using the similar powers discount for calculating magic item market value:
Standard of the Celestial Bearer: 33,000 gold Altar of Altar of Desna: 10,000 x 2 x 75% = 15,000 gold Altar of Cayden Cailean: 8,000 x 2 x 50% = 8,000 gold Altar of Iomedae: 8,000 x 2 x 50% = 8,000 gold Altar of Irori: 8,000 x 2 x 50% = 8,000 gold Altar of Nethys: 8,000 x 2 x 50% = 8,000 gold Total Cost: 80,000 gold
If the 5 altars-in-one-banner magic item route, the magic item would have the following effects:
Cayden: +2 resistance bonus on saving throws against fear and poison.
Desna: +4 resistance bonus against effects that restrict movement and grants the worshiper a +10-foot enhancement bonus to his land speed.
Iomedae: +1 morale bonus on attack rolls and saves against fear effects
Irori: +3 bonus on any skill check for which the worshiper takes 10 instead of rolling the check.
Nethys: +2 circumstance bonus on Knowledge (arcana), Perception, Spellcraft, and Use Magic Device checks; in addition, the worshiper selects one spell or spell-like ability it can cast and treats its caster level as 1 higher than normal when casting that spell.
magic item suggestions: The standard has the magical properties that altars of the five deities have, but unlike the altars is a hand-held (and portable) magic item/artifact.
"Lady of Dreams, I will never cease traveling from disrupting those who are the cause of nightmares, so that when I leave such an area that was entrenched in nightmares, the ones that are saved will spread the word of the Goddess of Dreams who will also become known as the Banisher of Nightmares."
Sense Motive to see if the voice that is speaking as if it belongs to Desna gives him the feeling it is truly the deity he reveres or an imposter.:1d20 + 6 ⇒ (15) + 6 = 21
Preacher made a wish earlier before they got to the temple when Onyx told each of the party to make a wish and make it a good one. His words in the temple declined to make an oath to the voices speaking through Onyx.
Oath Bound: A vow sworn aloud, magically binding, to oppose the demonic corruption.
Wealth Offered: Gold or magic items placed upon the dais… though some gods reject hollow offerings.
Memory Taken: A cherished memory fades, given as fuel to rekindle divine presence.
Judgment Passed: The party must condemn—or spare—someone within the ruined town, deciding their fate as divine agents.
Preacher stares in amazement at everyone drinking from the mug and passing out, and telepathically tells Callistia he thinks she needs to prove to the voice she is being sincere about abiding by the oath she said aloud by partaking in drinking from the mug.
"What was once a dream become real has become a nightmare. What was destroyed here can be rebuilt after we seal the rift."
Preacher's words sound positive, but anyone looking at him can see the sadness in his eyes as he scans the damage the demons have done to the city.
Forgotten Temple of Many (Light and statues):
Preacher attempts to drag the broken wings of Desna's statue to lean up against the statue of his goddess, "Wings untethered...I will try to to make the statue of you whole once more..."
He asks Guriok, Xantor and Tia to hold the wings in place as he attempts to see if his mending magic is strong enough to forge the shed wings back to the statue.
Preacher retrieves his starknife and Captain Fergus's rapier and buckler.
Preacher accepts Onyx's offer, "Desna, please make our dreams heal us completely whenever we slumber."
Preacher then looks at Captain Fergus' weapon and shield, "As much as my uncle could help with tending to the injured, Tia can make better use of the captain's new possessions." He spends a minute, speaking in Iblydosian, and the ectoplamsic form of an Iblydosian woman starts to to manifest before him, and becomes fully corporeal after a minute as he continues to speak in Iblydosian.
"Thank you for answering my call, Tia." He asks her to don the buckler and wield the rapier and fills her in on what is going on and makes introductions. Tia's ectoplasmic sword and shield fade away when she equips the rapier and buckler.
Did the dretches drop before Preacher attempted to tumble through them?
If no, does Onyx's positive channel go off before Preacher gets to Guriok to cast cure light wounds on him? If yes to both, he will let Onyx heal the party up with his postive energy channels and not cast cure light wounds.
Preacher can not tell that from a distance, so he is trying to get to Guriok as fast as he can. Once you start moving/standing back up/resume fighting...then he will know you are not at risk of bleeding to death...unless you drop again.
Regarding the overlapping stink clouds, would it not make sense to only roll one save each round, but with an increased DC. Using the multiple doses of the same poison rule: each additional dose increases the Fort DC by 2.
From poison rules in CRB "but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses."
Figuratively puking his guts out for several seconds, knowing Fergus is gone and the sounds of combat seeming like it is not going well for his allies, Preacher knows he does not have the luxury of time for the minute to manifest his uncle in to help against the demons. "Desna, let my aim be true when I see the foes through the," his prayer interrupted by a bit of vomiting from the toxic fumes.
As the fog clears, he ses his friend drop, Preacher yells out, "No!!. He casts stabize(30 foot range) on Guriok. No sooner than he get his spell off, more of the toxic fog once again fills the air.
Preacher heads in the direction he saw Guriok drop to the ground from what he hopes was not a mortal wound, hoping he got the healiing stabilizing magic in time while breath still resides in his friend's lungs.
Apologies for missing the dedicated hour last night. I was not in the head space nor had much energy left to focus on anything last night (aside trying to watch episodes of a series while half-asleep).
Thanks for remembering I have been (and currently still am) considerably busier than I anticipated this week, Wolf.
Woke up earlier. Going to try to get some more sleep. I will catch up on gameplay later today.
Reminder that the first dretch that comes into Preacher's view is getting instantly dropped from his readied confirmed critical hit cold iron starknife throw.
I am starting to fall asleep. Not sure if I will be awake for our weekly focus hour tonight).
@GM:
rinse and repeat with Preacher.
Trying to remain out of melee.
round 5:
standard action: mage hand to get his mw cold iron starknife back in hand (+8 attack/1d3+4 piercing damage ===> against evil outsides: +10 attack, 1d3+6 piercing damage) (20/x3 crit weapon, thrown range increment of 20 feet).
move action: (5 foot step instead if needed) to get 20 feet away from dretches.
round 6: 5 foot step or move (up to 20 feet) so closest dretch to him is 20 feet away. Throw starknife.
round 7: 5 foot step (or safe stride) to get starknife within 15 feet of him and Mage Hand to get weapon back in hand.
Preacher shrugs of the magical fear, then senses the absence of Captain Fergus, (in Iblydosian)"I'm sorry, Captain."
"Thank you for restraining me, Arataurë. You can let me go now. We have need of your claws to deal with the fiends."
The lion releases Preacher, who then strides 15 feet from the corridor the fiends are about to come out of, getting his masterwork cold iron starknife in hand, readying to strike the first dretch that comes into his view.
move action (stride), standard action (ready action to throw starknife at foe that comes into view from corridor where the dretchs are.
extra piercing damage from the x3 crit muliplier:2d3 + 8 + 4 ⇒ (1, 3) + 8 + 4 = 16
Total damage (bypasses DR/cold iron or magic): 25 damage!
Just as the dretches start running out to engage the lion, Preacher spins around and releases his starknife, cutting through one of the dretches, and it falls to the ground, bleeding out.
Preacherelius, the magical compulsion to flee still the main focus of his thoughts, does not register that the phantom was wounded to the point of being too much for Captain Fergus to remain in this plane of existence.
Preacher continues to futilely try to escape the lion's grasp to flee.
The wounded dretch had 1 hit point before you first strike him, Sylvara...so you finished it off on your first round. The other dretch was at full 18 hit points when you got to them.
I forgot Preacher's favored enemy (evil outsiders) bonus. That's an additional 2 points of damage on dark green demon, putting it at the 1 hit point club.
Before the dretches close into melee with him, Preacher tosses his starknife at the first one that came into his view. 7 piercing damage from his cold iron starknife
Preacher runs to aid his orc-blooded & human-blooded friend, getting his starknife in hand, and ready to throw it at any threats he sees engaging Guriok in melee.
move action: stride and getting starknife in hand
standard action: ready action to throw starknife at foe attacking Guriok.
I am not sure if I am going to still be awake for the dedicated hour tonight - high stress stuff this week, and can feel fatigue factor kicking in currently.
"Captain, you have yet to toast with Guriok. Would you be up to doing that now. You could toast to killing dretch fiends we just learned are down here somewhere."