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.
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
Meanwhile, Riddy activates Greater Invisibility on himself.
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.
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
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:
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.
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
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.
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.
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.
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
Riddy Will vs Glitterdust DC 28: 1d20 + 9 ⇒ (9) + 9 = 18
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.
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
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.
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
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.
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!"
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.
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
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
Undy Spellcraft to know what spell the sorcerer cast: 1d20 + 17 ⇒ (20) + 17 = 37
Undy Will vs Sanctuary: 1d20 + 7 ⇒ (18) + 7 = 25
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.
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.”
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.
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
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.
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
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.
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.
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).
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.
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
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
... 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?
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.
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.
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:
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
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
GM, please let me know if these magic missiles happen so I can track the appropriate wand charges. Thx.
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
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:
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).
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.
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.
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
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.
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.
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.
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.
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.
Then Riddy turns to healing Meylara.
Meanwhile, Undy uses another charge of Heightened Awareness and uses a pearl of power to recover his Burning Hands spell.
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.
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
UMD DC 20: 1d20 + 16 ⇒ (6) + 16 = 22
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
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
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:
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.
Round 2 of Recovery time:
Undy activates Heightened Awareness with his wand.
Round 1 of combat:
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.
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.
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.
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.
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:
Riddy:
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.
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
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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