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Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Thanks for running, GM! This was a really fun one. Day Job:
Just a reminder: Undy is SLOW TRACK for this scenario (already noted in RPG chronicles). ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy and Riddy watch their comrades make quick work of the fell beast in amazement, mouths hanging open. When Eshimka's head leaves its body they both burst into applause and promptly whip up a round of their best sushi to celebrate and replenish the hungry appetites after such an arduous battle. Awfully glad you all handled it so well - Undy was set to be pretty useless in that fight! Going to have to give some thought to his higher level spell slots going forward. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Eric Trade Prince wrote: Falcata, 2d6 enlarge, 3d6 id rager, he attacks me gain 1 virtual size increase and +2 to hit. Dedication spirit, dutiful strike. I have a warpriest with a one level dip for id rager for exactly this. I used a boon to let him use a butchering axe and he also has vital strike. Absolutely brutal. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Eric Trade Prince wrote: I would expect something that powerful to have SR, I guess the magic missile volley will tell us shortly. Indeed. No mention of SR in Katswiri's prodigious knowledge check but that doesn't mean that it doesn't have it - and it would be surprising if it doesn't. Regardless, Undy isn't going to have a lot to offer for this fight. Even if SR isn't a consideration, he's heavily loaded up on spells with Reflex saves (just because those are the ones that happen to work with Elemental Commixture) which turns out to be particularly ineffective against foes with Evasion. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Armed with Katswiri's knowledge of nightwalkers, Undy would have cast Protection from Energy (Cold) on the entire group before the start of the fight. Everyone has 120 points of cold damage protection. Undy also dons his smoked goggles when he hears about her gaze attack. ... GM, what are the dotted white lines around Eshimka? No worries of that's something we don't know (or even perceive). Undy shoots Eshimka with his wands of magic missile. Force dmg: 2d4 + 2 ⇒ (3, 1) + 2 = 6 Most of Undy's spells aren't going to be of much use here - too many reflex saves that won't do anything due to evasion or fort saves that Eshimka will just be auto-immune to. So I think he'll probably just chip away with the wands. Meanwhile, Riddy uses a wand of haste on the group. It's only CL 5 so it will only last 5 rounds and can only affect 5 targets: Eric, Amwari, Dr. Z, Jules, and the Reanimated. Then they fly off to the side a bit to avoid being clustered together. 20' elevation ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy and Riddy are both back to full hp Buffs in effect: Undy: Mage Armor, Life Bubble, Overland Flight, Stone Skin (DR 10/adamantine, up to 100 points of dmg), Death Ward Riddy: Mage Armor, Stone Skin (DR 10/adamantine, up to 100 points of dmg), and Life Bubble Undy had cast Communal Stoneskin on the entire party before the Vampire encounter, with everyone having 14 minutes of duration so I think it is still in effect for everyone? (If not, Undy will cast it again). Undy recovers spells: Greater Invis and Fireball. Undy will also cast Protection from Energy Communal on everyone if the Knowledge checks produce helpful intelligence about what sorts of energy dmg might be likely. Religion: 1d20 + 19 ⇒ (6) + 19 = 25 Anything that Katswiri didn't already get Undy will use a wand of heightened awareness for the init bonus for the next encounter ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Omega Man wrote:
Nope, don't mind at all. Also, if in doubt you can have Undy and Riddy combine for 5d4+5 force dmg from two wands of magic missile. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Posting my next actions now because I'm not sure when I'll get another chance to post today... Undy and Riddy each use their wands of magic missile to focus on the wounded vampire. force dmg: 5d4 + 5 ⇒ (4, 3, 3, 3, 2) + 5 = 20 (one of the wands is CL 5 and the other is CL 3). Also, Undy and Riddy both have fast healing 1 from Infernal Healing that they activated before entering the plane, fyi. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() My kid starts her week-long spring break today and we are going to visit Grandma. I'll still be able to post but likely with reduced frequency until after April 13. I appreciate your understanding. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Eric Trade Prince wrote: With the good doctor not posting for over 4 days, can we just delay him? +1 ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy hurls a fireball towards the vampire and the bear, taking a little longer to cast it so that instead of pure fire, the fireball contains hints of steam. He also uses a charge from his rod to intensify the spell. And he adds a pinch of saltpeter and an alchemist's fire, just for good measure. Using the Steam Caster feat, which changes the casting time from a standard action to a full round action. The fireball still does fire dmg but it gains the water descriptor. Having the water descriptor allows Undy to use the Undine Water Shaping trait to select out one square from the fireball's area of effect, so Amwari is unaffected. Caster Level is 12, level 10 +2 from Crashing Waves
Crashing Waves rider: if they take any dmg from the spell they need to make a DC 22 Fort save or fall prone. The Vampire is presumably immune to Fort saves but perhaps it might get lucky and knock the bear down... If either of them falls prone:
Undy will cast Staggering Fall as an immediate action. 1d6 additional dmg and a DC 19 Will save to avoid being staggered for 10 rounds (with a free Will save each round to remove the effect). Meanwhile, Riddy will use his wand of magic missile to target the vampire.
Both Undy and Riddy move 5' to the side to avoid being targeted by their enemies, though they both remain invisible. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Thanks for the clarification - that's helpful. Undy and Riddy both turn invisible and then - stealthily - fly forward. Casting Greater Invisibility; Riddy also has it as a racial SLA. Flying at half speed in order to make a Stealth check. Undy Stealth, Invis: 1d20 + 25 ⇒ (16) + 25 = 41
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Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Also, do the purple crystals block line of sight to the Frost Giant or the Polar Bear? ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Sorry for slow posting - busy day... Earlier... Undy took some damage on the trip but Jules kindly healed him. He makes her a double plate of sushi to show his appreciation. Thx! Before passing through the rift... Knowledge (Planes): 1d20 + 20 ⇒ (19) + 20 = 39
GM, do we know if where we are heading is Minor or Major negative-dominant? Also, is it possible to procure one (or two preferably!) scrolls of Death Ward before we enter? The price would normally be 700 gp so it would also fall under the threshold for using prestige if that's more reasonable in this situation. If it is possible Undy will purchase (with gold or prestige) a scroll for himself and one for Riddy and ask Katswiri to cast it on them. HIGHLY suggest the others do this as well if it's a possibility - the planar traits look very nasty indeed! Before they cross through the rift Undy casts Communal Stoneskin on everyone in the party (DR 10/adamantine, expires when it has prevented 100 points of dmg (for each recipient); duration is 14 minutes each.. He also activates (if it wasn't already) Overland Flight. He also uses a chronicle boon: Aquel's Favor "gaining the benefits similar to an angel's protective aura for 10 rounds. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus to saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle agaisnt evil effect with a radius of 20' and caster level 10. (Because he's an Undine using the ability only checks one box on the chronicle sheet). Riddy casts Mage Armor on both himself and Undy from a wand. Just before they enter, Undy taps himself and Riddy with a Wand of Infernal Healing (and anyone else who would like it), giving them fast healing 1 for 10 rounds. ... Now... GM, I just put Riddy's Knowledge numbers (after the slash) in Undy's tagline. It makes it a lot easier so I don't have to keep jumping back and forth. Riddy Knowledge Local: 1d20 + 6 ⇒ (4) + 6 = 10
For questions, Undy requests: Frost Giant (2 questions): Weakest Save and Resistances. (Also, I think you might have missed that Katswiri asked for: Immunities and Special Abilities, Strength Vampire (3 questions + maybe 2 from Riddy?): weakest save, senses (e.g. can it see invisible?), spell resistance?; If Riddy also gets questions: modes of movement (e.g. can it fly?) or GM choice! :-) Polar Bear (2 questions about the bear (+ maybe 1 or 2 for Riddy?), and 2 about the template). About the bear: weakest save and immunities; if Riddy also gets questions: special attacks and resistances; About the template: whatever the GM thinks is interesting or helpful to know about its template. I'll wait to post what spells to cast pending the results of the knowledge checks. Sorry to make it take so long! ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() cmlobue wrote:
The wand of ray of exhaustion could be handy for Riddy to take if no one else wants it. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Dr. Zephyrus Vitruvian wrote: Undiana: Since you mention him, how would Riddy like an infusion of fire breath? Yes, that would be great. I presume the duration doesn't begin until he actually drinks it? Also does it use your Reflex DC? Presuming the answer to both of these is yes, this would be a very handy tool for Riddy - thanks! ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy (and Riddy) don't have Heroism though it might be better put on the front-liners. They rarely use spells that have attack rolls so Bless isn't that useful for them. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy tries to recall his nature textbooks. Knowledge Nature: 1d20 + 18 ⇒ (14) + 18 = 32 Riddy, on the other hand, is quite fond of swimming. Swim: 1d20 + 15 ⇒ (10) + 15 = 25 ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy peers around anxiously, hoping to see any undead before they see him! Roll twice and take the better result
Riddy opts for the path of stealth, hoping that his tiny size will help him to elude the monsters. Stealth: 1d20 + 17 ⇒ (19) + 17 = 36 ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy Knowledge Geography: 1d20 + 13 ⇒ (12) + 13 = 25
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Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Oh just seeing Katswiri's post. If Katswiri can cover everyone with Life Bubble then Undy will drop it and prep a second casting of Communal Stoneskin. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Ok I've updated Undy's spells to be a little more ready for the multiple combats that are typical in a Special. This means I've no longer got Haste or False Life or See Invisibility prepped (I'm particularly concerned about that last one - I hope someone has a way of seeing and making glittery any invisible foes - but level 2 spell slots are the bread and butter of his Elemental Commixture feat so I've used them all for attack spells). He does still have:
Communal Stone Skin (100 minutes duration, split among the recipients). If we know in advance when a big fight is about to start I'll cast this on everyone. Communal Protection from Energy (100 minutes duration, split among the recipients). If we can possibly figure out what type of energy we are most at risk for (maybe the dragon's breath weapon?) perhaps by using Commune, and if we know when a major fight is going to start, I can cast this on everyone. Dispel Magic ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Some spells that I had prepped last time that I could potentially swap out if other people have these covered: Communal Stoneskin (100 minutes of duration split amongst the recipients so very handy if we know we are heading into battle) Life Bubble Communal Protection from Energy Haste See Invisibility ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy has higher level spell slots available but no rods of extend. If others have extend charges that are unused he could use them for the trick of prepping spells the day before hand (for 20 hours duration). However, this only works if we know in advance what is the day that we need to have prepped for. GM, is that the case in this situation? ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() One thing that would be helpful for me, GM, is if you wanted to roll our Knowledge checks for us when you roll initiative. I usually can't post my actions until I know what energy types the foes may be immune/resistant to and/or have an idea about weakest save. No worries if you don't want to do that though. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy votes to take the path of evading the patrols in order to better save his limited spells for actual combat. I'm going to change his allotment of spells prepped once we have a better idea of what we may be facing. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Any chance we get to rest before the next section? Undy has used a lot of his spell slots. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Will DC 15: 1d20 + 10 ⇒ (14) + 10 = 24 Whew. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy and Riddy fly to a spot where they will have a clean shot at Yellow. They each ready their respective wands of magic missile to shoot at Yellow if he casts a spell. Riddy's wand is CL 5 so the dmg will be 3d4+3, requiring a concentration check of 10+dmg done+level of spell cast Undy's wand is CL 3 so the dmg will be 2d4+2, requiring a concentration check of 10+dmg done+level of spell cast ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() GM, Yellow's spellcasting should have triggered Riddy's readied Magic Missile attack (3d4+3), which should require Yellow to make a concentration check vs the dmg or lose the spell. It should also move Riddy (and Undy with him presumably) to just before Yellow in the initiative order. Magic Missiles: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10 Concentration check should be DC 20 + the level of Yellow's spell. I'll wait to post further actions for Undy or Riddy until seeing if we are still up or if our initiative position has changed. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Btw, I have family visiting this weekend. Posting will be a little limited through Monday but I'll do my best to keep up. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Dr. Vitruvian, please give the barkskin extract to one of our frontliners - Undy's AC is so low that there's not much to do to help it. And if he finds himself in melee then we have some big problems! Undy is very touched by the good Doctor's offer but suggests that it would be more useful to one of the party members who likes to stand in front with a pointy stick. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy eyes the spellcaster uneasily. A few quick gestures accompanied by the appropriate incantations and he watches eagerly to see if their enemy plummets to earth. Casting Dispel Magic, targeting Yellow's Fly spell
Meanwhile, Riddy readies an action to hit Yellow with his wand of Magic Missile if he starts casting a spell. The wand is CL 5, so it does 3d4+3 dmg. They both fly higher to make sure they stay out of the reach of the shambling mounds. Ascend to 25' up. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Earlier... On the way from the spider encounter, Riddy uses the opportunity to patch up his comrades with a wand of CLW. UMD: 1d20 + 14 ⇒ (9) + 14 = 23
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Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() GM, I've added Undy and Riddy's knowledge skills to the header. In the future feel free to roll their knowledge checks yourself if you wish to speed things up. I'm always going to be most interested in weakest save and resistances/immunities, or just whatever you feel like sharing. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy expresses his gratitude to Jules for the healing and to Katswiri for getting him out of the web. "Whew, that was a rough one! Many thanks!" Undy Knowledge Local: 1d20 + 14 ⇒ (9) + 14 = 23
Undy Knowledge Nature: 1d20 + 18 ⇒ (6) + 18 = 24
Undy Knowledge Nature (Purple): 1d20 + 18 ⇒ (1) + 18 = 19
Ugh, not the greatest rolls. I'll wait to see what if anything Undy and Riddy recall about these creatures. As always they are especially interested in weakest save, immunities/resistances/weaknesses (aka what elements to use or not to use in the elemental commixture shenanigans) OR just whatever the GM feels like sharing. Both Undy and Riddy are flying 15' up (which will be standard unless otherwise noted). ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() GM, I think Blue should have taken 1d6 fire dmg on its turn from being on fire from the Alchemist's Fire that Undy added to his fireball and that should continue each round as long as it remains on fire (full round action to attempt to extinguish it). Undy also tries to get out of harm's way, flying out of the webbing and up the path a bit. Then Riddy follows along. They ascend to 25' above the ground. Then they once again work their magical combination on Blue. Undy casts Ice Slick and Riddy adds Dancing Lantern to trigger the Elemental Commixture nonlethal dmg: 1d6 + 10 ⇒ (6) + 10 = 16 Reflex DC 23 for half dmg; on a fail Blue also falls Prone. Elemental Commixture adds the Steam effect. Will DC 23 or Blinded for 1d4 rounds Crashing Waves adds a rider: Fort DC 22 or fall Prone (if not already Prone from Ice Slick) Taking bonus to Reflex from Fervor ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Burst of Healing makes sense to me. Boosting it is always a good idea but it depends on the action economy. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Both Undy and Riddy take the +2 to Reflex from Blessing of Fervor Undy directs a ball of fire towards Blue but using some strange trick he turns the fire into steam! Casting Intensified Fireball, but using the Undine Steam Caster feat to add the Water descriptor to the spell (but the dmg remains fire dmg). He also adds an Alchemist's Fire as a Material Component and Saltpeter as a Reagent. In addition, he's going to use a once/scenario ability from the Grand Lodge faction card "Nemesis" imposing a -2 to Blue's saves vs the spell. Crashing Waves adds 2 to the caster level Casting Defensively DC 21: 1d20 + 19 ⇒ (5) + 19 = 24 Fire dmg, saltpeter: 12d6 + 1 ⇒ (2, 4, 1, 6, 2, 2, 1, 1, 2, 5, 3, 6) + 1 = 36 Reflex DC 22 for half, with a -2 penalty
Meanwhile, Riddy retrieves Undy's Antitoxin and feeds it to him. +5 alchemical bonus vs poison for 1 hour Undy's Fort save is now +16 vs poison and if he rolls low he'll use a second use of his Plague Rat Belt's ability to reroll his save. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Just back from my trip. Will post my turn in the morning. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Katswiri wrote: If Katswiri freed Undy from the paralysis effect on the poison with Freedom of Movement, he should be able to take his original action. I'm hoping he blinded the spider, which may help Katswiri avoid being chomped since Termorsense is imprecise. GM, I think this is right. If Undy has Freedom of Movement there's nothing that would have prevented him from his previously posted actions, in which case I think Blue needs to make 3 saves: Ref DC 23 to halve 15 non-lethal dmg; Will DC 23 or be blinded for 1d4 rounds; Fort DC 22 or be knocked prone. This would also mean no Force dmg from Riddy's magic missiles since Riddy would have had to cast Dancing Lantern to make Elemental Commixture work. In addition, when Blue takes dmg from this, I think that will trigger additional dmg from Jules' Hypnotic Stare? Is the Blue template on the map the area of webbing? If so, Undy would have made a 5' step to the SE to get out of the webbing while remaining adjacent to Katswiri and would have been joined by Riddy. I'll wait to post Undy's actions until I see what the result was from round 1. Also, everyone, is it worth having Undy Burning Hands the web (which will also do 5d4 dmg to party members) to get the unentangled? I tend to assume that spiders like this probably have plenty of webs to spit at us so probably not, but it is an option. Given that Will is their weakest save, I'm inclined to try the same trick as last round on the other spider, in hopes of blinding them both to buy us a little time. Regardless, unless Undy makes his save vs the poison this is probably his last round being in the fight (due to Str dmg). ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() I missed the paralysis rider on the poison. Not sure if the Delay Poison from Katswiri would stop that but if not then unfortunately Undy’s actions will have to be retconned to ‘be paralyzed.’ In which case Roddy will fly up and zap Blue with CL 5 wand of magic missile. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() I'm taking my kid on a short vacation tomorrow and will have limited ability to post until Monday. Please bot me as needed though I'll try to post when I can. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy feels the poison coursing in his veins but thanks to Katswiri's quick intervention he feels confident that he can worry about that after the fight is over. Even max 1d6 Str dmg from the initial contact will not drop Undy (Str 7) and then Delay Poison should prevent any further dmg for now. "Quick, Riddy, let's blind that Blue monster before they make dinner out of us!" Both Undy and Riddy begin to cast spells, though the entanglement of the webbing presents Undy with an additional challenge. Undy casts a Flurry of Snowballs at the Blue spiderthing. Undy Concentration check vs Entangled DC 17: 1d20 + 20 ⇒ (15) + 20 = 35
Riddy, not wanting to remain within the creatures' range, flys up 30' (to an altitude of 35'; Undy is still 5' above the ground) and then casts Dancing Lantern, a spell not normally known for its use in combat, but somehow it causes the snowballs hurtling from Undy's hand to turn into steam. Ok, mechanically here's what all this means: First, Undy's Flurry of Snowballs spell damage becomes nonlethal, untyped damage that is not affected by energy resistance or protection from energy.
Second, the secondary effect from Riddy's spell is Will DC 23 or blinded for 1d4 rounds; I know that with tremorsense they will still be able to target those of us on the ground but I think the blindness penalties to AC will still apply so hopefully it's worth it. Especially since Will is their lowest save and Julia has hit Blue with her hypnotic stare. Third, Undy's Crashing Wave hex means that as long as the initial spell dealt damage (e.g. they aren't immune to non-lethal, or have Improved Evasion or the like), then Blue needs to make a DC 22 Fort or fall prone. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Yes that would be much better I think. Thanks! ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() If it's possible to retcon your spell Katswiri, if you have anything for poison that would be preferable to Freedom of Movement. Riddy will feed an antitoxin to Undy but even with that, 1d6 Str dmg each round is likely to take Undy out of the fight very quickly (he starts with Str 7) And I presume this sort of 'table talk' is reasonable, especially since Undy is not (yet) unconscious or paralyzed. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy Ref: 1d20 + 9 ⇒ (12) + 9 = 21
Riddy has SR 13 so if it's actually a spell the creature will need to make a caster level check.
Undy Knowledge Nature: 1d20 + 18 ⇒ (14) + 18 = 32
They are most interested in knowing their weakest save, or anything else interesting that has been missed by the other knowledge checks Undy's Plague Rat belt: immediate action to reroll a save vs poison (use 1 of 3). Also using Timelost Chronicler (once/scenario +1 morale to a single d20 roll).
Re Dim Light: Riddy and Undy both have Darkvision Re difficult terrain: they are both flying, albeit only 5' up. I'll wait to post my actions until seeing the result of the knowledge check and most particularly the result of Undy's failed save. I think he's probably paralyzed and even more worryingly, taking more Str dmg than he can afford! ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Hypnotic Stare will synergize very nicely with Undy's Elemental Commixture ability, especially the Steam effect which inflicts 1d4 rounds of Blindness on a failed Will save. ![]()
Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
![]() Undy Knowledge (Nature) DC 33: 1d20 + 18 ⇒ (9) + 18 = 27
Undy DC 20 Ref: 1d20 + 9 ⇒ (11) + 9 = 20
Although Undy manages well enough, he notices that his faithful faerie dragon is looking a bit green around the scales. "I told you not to eat all the sushi! You've no one but yourself to blame. No, I'm not conjuring you any peptobizzmo, whatever that is, this will teach you a lesson I hope!" Undy casts Overland Flight (10 hours duration), False Life (10 hours) False Life temp hp: 1d10 + 10 ⇒ (2) + 10 = 12 Riddy merely groans and waves a stick at Undy.
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