Undine

Undiana Jones's page

405 posts. Organized Play character for Abraham Z..


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Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Thanks for running, GM! This was a great adventure.

Undy will skip his downtime day job in order to attempt to check a faction box (he's writing a report to the Society).

Int DC 15: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

As Katrina performs, Undy and Riddy work the crowd, handing out samples of new sushi concoctions specially crafted in honor of the Ruby Phoenix.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Sorry for slow posting - last couple of days have been pretty full on.

Just to keep things simple, I'll say that on the previous round Undy just used a pearl of power to recovery his Hydraulic Push spell.

Hoping to prevent the disciple from doing any harm until he can be pinned and vanquished, Undy sends a blast of water to blind him.

Using Hydraulic Maneuver to make the effect from Hydraulic Push: Dirty Trick (Blind)

Caster level check vs SR: 1d20 + 13 ⇒ (1) + 13 = 14
CMB vs grappled CMD: 1d20 + 20 ⇒ (8) + 20 = 28

Meanwhile, Riddy activates Greater Invisibility on himself.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

boon?: 1d20 ⇒ 10

Thanks for running, GM! This was very fun and interestingly different from some of the other specials.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy and Riddy fly forward, each drawing their wands of magic missile, and then send several bolts of force at the monk.

Magic Missile CL 5: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11

Magic Missile CL 3: 2d4 + 2 ⇒ (1, 3) + 2 = 6

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble
GM Blazej wrote:
Undiana Jones wrote:
GM, just a quick note to point out that the dmg from Flurry of Snowballs is non-lethal (due to being transformed by Elemental Commixture), which I believe elementals are still susceptible to.
Is this just a reminder or is there something wrong you are looking to correct?

In your post from last night it looked like you lumped the (non-lethal) damage from Flurry of Snowballs together with the (lethal) dmg from other sources.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Katrina caster level check vs Riddy SR 13 for Haste: 1d20 + 11 ⇒ (8) + 11 = 19

Saya caster level check vs Riddy SR 13 for Moment of Greatness: 1d20 + 10 ⇒ (3) + 10 = 13

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

GM, just a quick note to point out that the dmg from Flurry of Snowballs is non-lethal (due to being transformed by Elemental Commixture), which I believe elementals are still susceptible to.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy and Riddy work together to fuse their magical power once again, sending a blast of cold infused with fiery steam right past Almaas' ear, somehow avoiding harming him, but managing to catch all three of the elementals in its cone.

Using Elemental Commixture - Primary spell is Undy's Flurry of Snowballs (water/cold) and Secondary spell is Riddy's Dancing Lantern (which adds the fire descriptor but otherwise has no effect).

non-lethal untyped dmg: 4d6 ⇒ (1, 2, 6, 4) = 13 Reflex DC 23 for half dmg (Elemental Commixture changes the damage type to untyped non-lethal)

Will DC 23 or blinded 1d4 rounds (This is the Steam effect from Elemental Commixture - it applies to all three targets)

Fort DC 22 or knocked prone (This is from Undy's Crashing Waves hex - it applies to all three targets)

Note that Undy uses the Undine racial trait - Water Shaping - to select one square - Almaas' - to be unaffected by the spell.

Then Undy retrieves his rod of Intensified Metamagic and Riddy retrieves his wand of magic missile.

I wonder if I could infuse my sashimi with 'essence of water elemental'? Undy muses to himself, but he has the sense not to ask the question aloud.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Knowledge (Planes), Absalom: 1d20 + 20 + 1 ⇒ (12) + 20 + 1 = 33 "Aye, Greater Water Elementals. A threat not to be trifled with..."

GM, what is the multi-colored circular area in front of the dias? Are the elementals in water? On land? Standing/flying/swimming?

Undy flies forward, with Riddy blindly resting on his shoulder, to get a better view of these foes and then hurls a fireball towards the watery creatures.

fire dmg: 10d6 ⇒ (4, 6, 1, 1, 5, 5, 2, 6, 3, 5) = 38 Reflex DC 22 for half; orange template on the map - fire ball hits Red and Black, but not Blue.

Meanwhile, Riddy struggles to wipe the glitter out of his eyes.
Riddy Will DC 28: 1d20 + 9 ⇒ (19) + 9 = 28
... and just manages to!

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Both Undy and Riddy are able to fly down but Undy will cast Feather Fall if anyone falls.

Undy Will vs Glitterdust DC 28, Timelost Chronicler: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Using GM reroll
Undy Will vs Glitterdust DC 28, Timelost Chronicler, stars: 1d20 + 10 + 1 + 3 ⇒ (16) + 10 + 1 + 3 = 30 Whew!

Riddy Will vs Glitterdust DC 28: 1d20 + 9 ⇒ (9) + 9 = 18
GM, up to you whether Undy and Riddy can still use Elemental Commixture if Riddy is blind - the feat doesn't indicate that the secondary spell (the one that Riddy casts) needs to be targeted - and indeed, the spells he casts are all non-targeting spells) but I can see how you could rule it either way. Please just let me know what your ruling is.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy also nods in acknowledgment of the oni's surrender. He considers offering him a sample of hand-crafted sushi but thinks better of it.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Sensing that the battle is nearly won, and wanting to be sure that the Judge doesn't have a chance to escape before Claw can pin him down, Undy sends a harmless blast of water to douse the oni.

Hydraulic Push, using Hydraulic Maneuver feat to change the effect to Dirty Trick (Blind).

CMB vs grappled CMD: 1d20 + 20 ⇒ (1) + 20 = 21 Or not!

Meanwhile, Riddy flies over to Petal and taps him with his healing wand.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Just a quick note that the oni needed to make a second Fort save (DC 22) or be knocked prone (from the Crashing Waves hex). With a +16 its chances are pretty good but just fyi.

Won't be able to take my actual turn until later.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Knowledge Planes: 1d20 + 21 ⇒ (20) + 21 = 41 Any knowledge we don't have yet, please.

Undy and Riddy once again make use of Elemental Commixture to try to prevent the oni from utilizing its shenanigans, with Undy taking some additional time to infuse his spell with the power of steam.

Casting Burning Arc, using the Steam Caster feat (Undy), and Shock Shield (Riddy) for the Smoke (Fire/Air) effect.

Caster Level check vs SR: 1d20 + 10 + 1 + 2 ⇒ (16) + 10 + 1 + 2 = 29
Fire dmg: 10d6 ⇒ (6, 4, 4, 6, 2, 2, 4, 1, 1, 6) = 36 Reflex DC 21 for half
Elemental Commixture: Fort DC 21 or nauseated for 1 round and blinded for 1d4 rounds (Success negates the nausea effect and reduces the blindness to 1 round. Creatures immune to fire are immune to the nausea effect.).
Steam Caster/Crashing Waves: Fort DC 22 or knocked prone.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy sighs with disappointment. "I felt sure that the costumers would make excellent customers! I'll have to tweak my recipes before trying them again..."

Before the group enters the catacombs he pours some green goop (Clear Ear) into his ears, taps himself and Riddy with a wand of Mage Armor, uses a wand of Heightened Awareness on himself, and uses a pearl of power to recover the Hydraulic Push spell he cast while onstage.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy happily retrieves his garments and gear and then tries to lighten the mood with the costumers - funeral robes notwithstanding - by distributing some sushi.

Craft (Sushi): 1d20 + 17 ⇒ (9) + 17 = 26

"On the house, on the house! Well, perhaps I shouldn't say that, since you and your employer are the house, as it were, but you know what I mean! Nothing like a bit of Abendego Eel to take the edge off one's afternoon hunger - try it, try it! Kings and Queens have pleaded with me to open franchises at their courts but I must say that your little opera house would be well suited... Eh? Something to think about..."

Having deputized Riddy to act as a waiter distributing the delicacies, Undy turns to preparing for their next mission. "Funeral gear, eh? Whose? Not ours, I hope!"

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Sensing that the play is nearing its conclusion, Undy and Riddy pause to admire their comrades' work.

Delay; preserving resources for what may yet await.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy douses the Pink warrior woman with another blast of water, this time using it to knock her to the ground, while Riddy simply pauses to watch the goings-on.

Hydraulic Push, using Hydraulic Maneuver feat to change the effect to Trip instead of Bull Rush.

CMB to trip vs CMD: 1d20 + 20 ⇒ (13) + 20 = 33

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy Sense Motive DC 18: 1d20 + 2 ⇒ (1) + 2 = 3
Riddy Sense Motive DC 20: 1d20 + 8 ⇒ (13) + 8 = 21

Undy Spellcraft to know what spell the sorcerer cast: 1d20 + 17 ⇒ (20) + 17 = 37
Hearing the Samurai call for a Fly spell, and then seeing the Sorcerer cast something upon him, as well as his own arcane knowledge, he is fairly sure that the samurai will soon be headed towards Riddy and himself up in the rafters.

Undy Will vs Sanctuary: 1d20 + 7 ⇒ (18) + 7 = 25
The wizard resists the power of the sanctuary and attempts to dispel the Fly spell on the samurai.
Dispel Magic caster level check, myrhh: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24

Although Riddy cannot speak Tien, he can tell that his message struck a nerve with the "General." He giggles and speaks into his mind once again.

Telepathic message for the Samurai:
"What more do you need to see in order to understand the truth of the situation? Even though we are merely players upon the grand stage, yet still your master has forsaken you, at least until you see for yourself what you have become. Poor fool! Here, let me help you see yourself as you are now..."

With another few words and gestures, Riddy conjures forth a building of funhouse mirrors surrounding the samurai, such that, instead of seeing the battlefield and all his comrades and enemies, Green sees himself in a multitude of distorted mirrors all ringing him, even on the ceiling!

Silent Image; DC 14 Will to disbelieve, must interact with to get a save. Note that the Grease is still there as well and will require another DC 14 Reflex to not fall.

I don't believe this is considered an "attack" for the purposes of Sanctuary, but just in case I'm wrong.
Riddy Will vs Sanctuary if needed: 1d20 + 9 ⇒ (3) + 9 = 12

Aspis boon:
“This boon imposes a -1 penalty on the attack rolls, damage rolls, skill checks, and saving throws of all Aspis Consortium agents and hirelings she encounters.”

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

It's one of the (many) reasons I enjoy PbP so much - the space it gives both players and the GM to look things up in a relaxed way.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Meanwhile, Undy wastes no words but simply sends a blast of water at the Blue clown cleric on the other side of the stage, hoping to knock them to their feet.

Casting Hydraulic Push, using Hydraulic Maneuver feat to cause it to be a Trip maneuver instead of a Bull Rush.

CMB vs CMD: 1d20 + 20 ⇒ (9) + 20 = 29

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Btw, GM, just a reminder that the same boon re Aspis should still be in effect. Let me know if you want me to dig up the text again.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Ah makes sense. Will still do it anyway. Going to be Riddys only option

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy quickly casts Haste upon his comrades and then flies upward to get out of the fray.

CL check vs Riddy SR 13: 1d20 + 10 ⇒ (14) + 10 = 24

All pathfinders are now hasted for 10 rounds.

Riddy casts Grease upon the fighter's polearm and then also flies up into the air. DC 14 Reflex or she drops the weapon. Even if she passes she has to make a DC 14 Reflex every round she attempts to use the weapon.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Ah, well the restriction on gear changes things completely for Undy/Riddy. Their whole shenanigans with the Teamwork feat Elemental Commixture relies on a Ring of Tactical Precision and several pages of spell knowledge. So none of that will work which is quite a pity since one of the Elemental Commixture options would be to cast spells and cause the dmg to be non-lethal. But that's out now.

Losing his headband will also cause Undy to lose a level 2 and level 3 spell slot. GM, how do you want to handle this? Are the spell slots still there since the headband was worn when spells were prepped in the morning?

Btw, GM, is it confirmed that we are on a fresh day (i.e. all daily resources reset)?

In any case, the equipment restriction means that Undy and Riddy will have a bit they can do but still much less than before.

Lastly, are there any takers for Communal Stoneskin? So far I don't think anyone has expressed interest, in which case I'll likely keep it in reserve since it doesn't seem worth it to use it for just Undy and Riddy.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Works for me too.

How do people feel about the Stoneskin option? Better to save it for later? Or use it now? Or just too expensive and prefer not to use it?

Incidentally, as long as Riddy can participate in the performance I should have good options not only for non-lethal dmg but for debuffs as well. (Which could be an argument for saving Stoneskin for some other more dangerous fight).

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

As the group sorts through the costumes, Undy turns to his comrades. "If we want to be sure that none of our blood is spilled, I can cast Communal Stoneskin upon us all." He grins. "It might be a bit of an unfair advantage but then I don't think these Aspis are too interested in playing fair anyway..."

Anyone who would like it cast upon them will need to provide 250 gp worth of diamond dust (each). Undy will cast it upon himself and Riddy, as well as anyone else who wants to be included, with a duration of 100 minutes divided among the number of recipients.

Undy and Riddy examine the costumes and Riddy pipes up: "Where is my costume? I suppose I could ride along with you if you are the Crone. Or one of the Clowns."

Undy's preferences are any of the costumes that permit spellcasting: either Chou (clown), Wizened Crone, Monkey King, in that order of preference.

GM, can Riddy (tiny faerie dragon) participate? It will change my tactics considerably if not. Also, Undy typically wears a Mask of Conflicting Energies - can he still wear it or does it interfere with the costume?

Before the group trods onto the stage Undy makes some additional preparations, first casting Heightened Awareness from his wand and also casting Life Bubble on the entire group. If he was able to procure some more on the way to the opera he also pours a vial of Clear Ear into his ears, leaving a trail of green goop dripping down his cheeks, quite suitable for a clown, really! He casts Overland Flight on himself and both himself and Riddy cast Mage Armor from a wand. Lastly, he holds his wand of intensified metamagic in hand, using it as a prop.

Almost as an afterthought, Undy also casts False Life upon himself.
Temp hp: 1d10 + 10 ⇒ (2) + 10 = 12

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Catching up on the action from the last fight - sorry again for the posting delay and many thanks to Tooth for repositioning me out of that precarious situation!

Undy Fort vs poison: 1d20 + 11 ⇒ (3) + 11 = 14
Use Plague Rat Belt to reroll a save vs Poison
Undy Fort vs poison: 1d20 + 11 ⇒ (16) + 11 = 27

Undy also uses his wand of infernal healing to heal his wounds 5 charges to heal 50 dmg and offers it to any of his comrades in need of healing.

Knowledge (Local) DC 18 on coin: 1d20 + 13 ⇒ (5) + 13 = 18
Riddy Knowledge (Local) DC 18 on coin: 1d20 + 8 ⇒ (2) + 8 = 10
Undy feels confident that this coin has a connection to the Aspis Consortium, "though it's not a badge of authority. Those are typically bronze, silver, or gold."

...

Before we reach the opera: a) have we had a night's rest (i.e. reset spells etc.)? b) can Undy buy a couple of vials of Clear Ear and a couple of vials of Alchemist's Fire at an alchemical shop along the way?

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

I'm so sorry for the long posting delay, everyone. It was quite a week. Getting caught up now.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy doesn't have any rings or a neck slot item, so he could make use of one of the rings of protection and the amulet of natural armor. However, he will absolutely defer to anyone else who wants them as his AC is already so low that they are unlikely to make much of a difference. He'll only take them if they are unclaimed.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

At the end of the previous fight:
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Riddy is fully healed

Without Mage Armor (which Undy would not have had up if they were just relaxing at the tavern), a 14 does indeed hit the squishy wizard.

Fort vs poison: 1d20 + 11 ⇒ (18) + 11 = 29

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

"These aspis, they never learn do they? Why don't you throw down your arms and surrender? You fight... not horribly. With a bit of training you might be admitted into the society. Think about it."

Undy will delay until after his comrades in hopes of preserving his resources but if any of the foes are still up and ungrappled after the others have gone then he and Riddy will blast them again with their wands (attacking the sorcerer first if there is more than one ungrappled conscious foe).

Magic Missile CL 3: 2d4 + 2 ⇒ (3, 2) + 2 = 7
Magic Missile CL 5: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11

GM, please let me know if these magic missiles happen so I can track the appropriate wand charges. Thx.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Freed from the bonds of the black tentacles and able to see his nemesis the sorcerer outlined by the faerie fire, Undy and Riddy send five more bolts of force towards her.

Magic Missile CL 3: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Magic Missile CL 5: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble
GM Blazej wrote:

Undy: Currently Undy and Riddy are in a position outside the view of the room. Given you were going to act before the sorcerer, with your permission, I'm willing to move you up to be in range to cast those spells.

Sure, thanks. It's unlikely that either Undy or Riddy will be able to escape the black tentacles so they will most likely just use those wands each round, for a total of 5d4+5 force dmg vs the sorcerer (or whomever seems to be the biggest threat). Btw, did that happen last time? Or was the movement instead of the wands? (Just asking to keep track of the charges).

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Sorry for the posting delay - been a long hectic day.

Anti-Aspis boon:
“This boon imposes a -1 penalty on the attack rolls, damage rolls, skill checks, and saving throws of all Aspis Consortium agents and hirelings she encounters.” - I don't know if this would apply to the Black Tentacles or not but it won't matter - both Undy and Riddy will be a grappled, whether it's a 23 or a 22. Might help Saya or Katrina though.

Both Undy and Riddy are caught by the Black Tentacles. "Drat it all! We should have been a bit quicker!" Fortunately, the tentacles do not prevent either of them from drawing or pointing their wands and they each send forth several bolts of force at the Red sorcerer.

Magic Missile wand CL 5: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11

Magic Missile wand CL 3: 2d4 + 2 ⇒ (1, 1) + 2 = 4

The six dmg to Undy comes off his temp hp from earlier, so he is now at 81/81 (+14 temp). Riddy had 1 dmg earlier, so he is now at 33/40. And they are both grappled.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

GM - reminder about the anti-Aspis boon that should apply to these guys. I'll take my turn later this afternoon.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

GM, shouldn't Life Bubble protect everyone from this?

Undy Fort DC 15, good hope: 1d20 + 13 ⇒ (3) + 13 = 16
Riddy Fort DC 15, good hope: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Knowledge (Eng) DC 24, HA, Absalom: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26

Perception DC 18: 1d20 + 20 ⇒ (8) + 20 = 28

Undy also notes the sewage pumps and the instructions. "The smell is thankfully not so bad thanks to our magical protection. But I wonder if we should get the pump active again anyway, simply to facilitate our search."

I believe that everyone has Life Bubble protecting them from the aroma.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Yes, I have to say that I've really come to love PbP - it provides the main thing that I always felt was missing from my 5 hour in-person PFS games: ample space for enjoyable role play.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Btw, I haven't been paying much attention to the raging song but do I understand that the ruling at the table is that it *does* apply to casters (such as Undy and Riddy) without interfering with their spellcasting? And if so, will someone please tell me the specific name of this type of raging song so I can see if Hero Lab will let me add it? Thx.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Saya CL check vs Riddy's SR 13: 1d20 + 10 ⇒ (10) + 10 = 20 Yes, he could voluntarily lower it but then he wouldn't have the action he used for healing.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

During the two rounds of downtime Undy heals another 2 from infernal healing - now at 76/81 with 2 rounds remaining.

Riddy uses his healing wand once again on the undine wizard.
UMD DC 20: 1d20 + 16 ⇒ (16) + 16 = 32
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Undy is fully healed at 81/81 (with 20 temp hp) and 2 rounds of fast healing remaining.

Then Riddy turns to healing Meylara.
UMD DC 20: 1d20 + 16 ⇒ (4) + 16 = 20
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Meanwhile, Undy uses another charge of Heightened Awareness and uses a pearl of power to recover his Burning Hands spell.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy and Riddy both step back 5' away from the pink tengu and then once again unleash a strange mixture of combined magic.

Going to pause before casting in order to find out how many of the tengu are still standing - it will affect my spell choice. If it seems like they are nearly vanquished then Undy and Riddy will each just use their wands of magic missile (CL 3 and CL 5 respectively) in order to preserve resources.

Undy also heals 1 more from infernal healing - now at 74/81 with 4 rounds remaining.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Sorry for the posting delay - I was wiped out last night.

During the two rounds of prep:

Undy heals two more hp from Infernal Healing - now at 41/81 with 5 more rounds of fast healing 1

Riddy uses the two rounds to heal Undy with his wand of CLW.

UMD DC 20: 1d20 + 16 ⇒ (20) + 16 = 36
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

UMD DC 20: 1d20 + 16 ⇒ (6) + 16 = 22
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

After healing from Riddy, Undy is at 53/81

Undy uses his two rounds to cast Heightened Awareness on himself again (which he dismisses at the start of initiative) and to activate his Sihedron Brand to give himself 20 temporary hp.

At the start of the new combat, Undy is at 53/81 hp, with 20 temp hp and fast healing 1 for 5 rounds. Riddy is at 39/40 hp

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy Reflex DC 18: 1d20 + 9 ⇒ (6) + 9 = 15 Undy takes 31, leaving him at 39/81
Riddy Reflex DC 18, improved evasion: 1d20 + 6 ⇒ (11) + 6 = 17 Riddy also has SR 13, pending SR check, Riddy takes 15, leaving him at 24/40

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

GM, you can assume that Undy will always activate Heightened Awareness if he knows that we may be heading into action. And will always use it for the initiative boost. Noting a charge expended for this combat.

Round 1 of Recovery time:
Riddy tries to salve his wounds.
UMD DC 20 wand of CLW: 1d20 + 16 ⇒ (7) + 16 = 23
CLW on Riddy: 1d8 + 1 ⇒ (7) + 1 = 8 Riddy is now at 34/40 hp

Undy adopts a different strategy for healing, using his wand of infernal healing. Apologies for the bookkeeping hassle this creates but his UMD for CLW isn't great.
Undy is now at 68/81 hp, with fast healing 1 for 9 more rounds

Round 2 of Recovery time:
Riddy attempts to use the wand on himself again...
UMD DC 20 wand of CLW: 1d20 + 16 ⇒ (12) + 16 = 28
CLW on Riddy: 1d8 + 1 ⇒ (4) + 1 = 5 Riddy is now at 39/40 hp

Undy activates Heightened Awareness with his wand.
Undy is now at 69/81 hp, with fast healing 1 for 8 more rounds.

Round 1 of combat:
Undy, Knowledge (Planes) DC 18, Absalom: 1d20 + 20 + 1 ⇒ (1) + 20 + 1 = 22
Riddy, Knowledge (Planes) DC 18: 1d20 + 14 ⇒ (8) + 14 = 22

Undy and Riddy glare at their new flying foes. They both recognize them as ogre mages but are uncharacteristically ignorant about their abilities. Hopefully one of their comrades is more knowledgeable.

GM, both Undy and Riddy are flying but I never said how high. Is 20' reasonable?

Once again Undy and Riddy combine their spellcasting, sending a cone of smokey fire at the White giant.
Burning Hands (Undy) combined with Shock Shield (Riddy) - I believe that White is within range but if not let me know and I'll do something else.
Fire dmg, saltpeter: 5d4 + 1 ⇒ (4, 2, 3, 4, 3) + 1 = 17 Reflex DC 21 for half
Caster Level check if needed (in case they have SR): 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Elemental Commixture (Air/Fire): Fort DC 21. Failure = nauseated for 1 round and blinded for 1d4 rounds. Success = still blinded for 1 round. (Immunity to fire = immunity to the nausea effect).

Then, having cast the spell, both Undy and Riddy fly to a (hopefully!) safer position on the battlefield.

Infernal Healing heals Undy 1 more, to 70/81 hp, with fast healing 1 for 7 more rounds.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy reflex DC 16: 1d20 + 10 ⇒ (6) + 10 = 16 Undy takes half dmg or 14.
Riddy reflex DC 16, improved evasion: 1d20 + 7 ⇒ (6) + 7 = 13 Note that Riddy has SR 13, so he takes half dmg (from improved evasion) or 14 pending a caster level check.

Undy and Riddy (hastily) fly to within 30' of the white naga and then Undy unleashes a Flurry of Snowballs at the creature, which Riddy infuses with fiery magic from his own spell.

Using Elemental Commixture. Riddy's spell (Dancing Lantern) is absorbed into Undy's spell, but adds the fire descriptor. Yuelral's Blessing adds +1 to the DC (as does Elemental Commixture).

non-lethal dmg: 4d6 ⇒ (4, 4, 4, 6) = 18 DC 23 Reflex for half; Elemental Commixture changes the damage type from cold to non-lethal untyped.
DC 23 Will or blinded for 1d4 rounds (from Elemental Commixture)
DC 22 Fort or knocked prone (from Crashing Waves)

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy and Riddy also use their wand of mage armor before entering. Undy also cast Overland Flight and Life Bubble as usual.

Undy:
Knowledge (Dungeoneering) DC 19: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
Knowledge (Dungeoneering) DC 18: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33

Riddy:
Knowledge (Dungeoneering) DC 19: 1d20 + 12 ⇒ (15) + 12 = 27
Knowledge (Dungeoneering) DC 18: 1d20 + 12 ⇒ (20) + 12 = 32

GM, weakest save, special attacks, special defenses, please.

Undy infuses his magic with the power of the sea and then sends a steam filled ball of fire at Pink.

Using the Steam Caster feat to add the water descriptor to the fireball; it still does fire dmg.
fireball: 10d6 ⇒ (2, 4, 3, 6, 3, 5, 6, 4, 6, 2) = 41 Reflex DC 22 for half; if failed also catch fire due to Alchemist's Fire component. Unless no damage is taken, it must also make a Fort DC 22 or be knocked prone due to Crashing Waves hex.

Meanwhile, Riddy draws his wand of magic missile and lets fly at Pink as well.

Magic Missile, CL 5: 3d4 + 3 ⇒ (1, 2, 2) + 3 = 8

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Earlier... Undy heaves a sigh of relief once they are out of the crowd. "Whew, the next time I'm in a place that crowded, I hope it is opening night for my restaurant!"

Now... GM, from the posted "the arrival of the morning..." can we assume that we have all our spells and other abilities reset back to a fresh day?

Undy looks around the arena at the assemblage of beasts. "Hmm, what have we here?"

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