Karzoug

mourge40k's page

Organized Play Member. 525 posts (896 including aliases). No reviews. No lists. 2 wishlists. 1 Organized Play character. 26 aliases.


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Simple, really. Efreeti know not to do any wish crafting where they live. The long term effects are rather... Extreme.


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Another point to remember: Coins have weight. Every 50 gp is a pound.


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Mystic_Snowfang wrote:
Am I the only one who read this as Gorilla Suit?

This isn't surprising. After all, these sorts of suits do lend themselves nicely to Gorilla warfare!

... I'll show myself out.


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Kudaku wrote:

I'm really happy to see that you followed through on your promise to take another look at the Shifter. It's still not quite where I'd like to see it but the Wildshape changes are definitely a huge quality of life improvement for the class. :)

I realize it's late for a playtest but if you're looking for some feedback, like I mentioned previously I'd really love to see an option that lets you speed up shifting in combat. That way you can really leverage the strengths of the different shapes. Things like changing to a stag to charge a creature too far away for your bear form to reach or swift-changing to an owl to fly over difficult terrain and then turn into a tiger in mid-air to pounce on your opponent seems very in character for a shifter. As it stands right now shifters feel fairly "static" in combat - they tend to pick a combat form and stick to it. Other shapes are mostly used for utility, scouting etc.

There's Shifter's Rush for that, which is immensely helpful with the changes to Wild Shape now.


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Hex Nails are nice and flavorful in this regard, and dirt cheap to boot.


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Archmage Variel wrote:
mourge40k wrote:
So, out of curiousity, why did you rate the Shifter Aspect for Deinonychus so low? It's a far better option to take than the likes of Eagle or Frog, especially when you're using Chimeric Aspect. Add in that you rate Reactionary blue, and I'm just confused.
I decided to rate the effects of the minor form red because in order to gain the benefits of the initiative bonus, you need to be in your minor aspect before the encounter starts. This severely limits its usefulness as a minor aspect. Abilities like reactionary are constant, and reactionary is a very good pick for a trait. The Deinonychus minor ability on the other hand has things like enhancement bonuses to ability scores that it must compete with, on top of the fact that it's status as a minor aspect negatively impacts its use as an initiative bonus.

So you rate it at red, while what is at most a +8 bonus on Perception (most of which are made before an encounter starts) a green rating, and a +8 on Swim checks and Acrobatics checks to jump (which are both invalidated easily by magic early on in an adventurer's career) a yellow? I'm still not seeing the logic.


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RealAlchemy wrote:
Executing the boss is arguably warranted. As someone who plays a lot of paladins, the mutilation is something I would think is more likely to trigger a fall, and I'm seeing that part being glossed over in some of the replies here. Torture is usually considered to cross a hard line into "evil action." If he wants to make a harsh example, lop off a head and mount it prominantly on a stake.

I can certainly understand the mutilation being a problem, and is the closest to stepping over the line. However, I believe I'm going to have to do the distinctly unpaladin thing here and be an Asmodean advocate, so to speak. As the person was already dead, mutilating them isn't really torture, as they can't feel anything at that point. And while I can see how dismembering a corpse would be considered bad, I would like to remind everyone that this is a world where undead exist, as does resurrection magic. A body that is in pieces is marginally harder to use both spells on, thus making it a potential point of convenience. If you're really worried about that being a problem, cast gentle repose on the body first, as this is the closest we get to burial rites. This even comes with the added benefit of stopping the body from coming back as some sort of undead, which is a superb bonus for treating your enemies bodies with a modicum of both respect and practicality. Lastly, you can't just put someone's head on a pike: You need that for speak with dead. Be reasonable and pike their heart instead.


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PrecariousMonk wrote:

I have been running a campaign for 2 years now and the party has recently encountered their first "serious" evil aligned boss.

Yes, you did say he was evil. Also, my description of ogres is not an assumption: At base in the bestiary, ogres are horrible, horrible monsters. If they don't have something smaller to target, they target each other. I understand your frustrations, but this isn't a falling offense.


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So, just to make sure I have a good understanding about this. You're angry that, when confronted with what you say is the first BBEG in your 2 year campaign, a man who is willing to have the inbred rapists known as ogres work under him and ensures the death of countless more people by supplying weapons to someone worse, the paladin decided to kill the bastard? And what's more, you're telling him he's going to fall for doing so?

I can understand why your player is mad at you. I'd be mad too if I was told I was falling for that. I understand that what he's doing is short-sighted and stupid, but stupidity is not evil.


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4). You encounter a Will-o'-wisp


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Alright. I've got a list of potentially fun little things to throw in.

- Colour Out of Space. If you want it smaller, just throw the Young template on it. Though do be warned that the Young template makes it quite a bit nastier.

- Lead Golem. Golems in general, really. That way you can throw all the evocaion spells you want on top of them, and laugh as they don't melt under the force of your magical fury.

- Trench Mist While technically too big, the flavor fits wonderfully with an evoker, and provides Juju zombie minions to help out as well.


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Alright! Caught up on my reading there. Now to get back into things, starting with Marzin's additional notes!

Marzin, The Clockwork Harvest
Marzin is typically portrayed as either a massive inevitable whose gears are clogged with soil and ink, or a treant wearing dainty spectacles and carting around a bountiful harvest. It is said that every deity who values law and order has received instruction from Marzin at one point or another, even if the Clockwork Harvest is later forced to disown them for extreme behaviors. He dotes on Thenaka in particular, with conventional stories saying that the Fruit and Thorn is in fact his daughter.

Oddly, Marzin is one of the few older deities to be unaffected by the so-called Divine Madness, a trait he attributes to his staunch dedication to "good, honest work" and an adventure-free lifestyle. How accurate his interpretation actually is, none can say. What is clear is that Marzin and his priests present what is one of the most stable churches in Maniaron, who work tirelessly to ensure that both farms and trade remain as workable as possible in the face of growing madness.

Marzin's herald is a unique Inevitable known as Counts-Every-Grain. Counts is surprisingly organic-looking for an Inevitable, and close examination reveals that it is actually made up of tightly packed soil, carefully cultivated vines, and various farm implements. While as disdainful of adventuring as his master, Counts-Every-Grain is nevertheless easily capable of saving entire communities from danger, whether that danger is marauding hordes threatening to ruin the season's crop, natural disasters disrupting trade routes, or harsh trade restrictions starving those who are simply trying to make a living.


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Wow, I have a lot to catch up on here. Time to roll up my sleeves and get to reading!


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Well, off the top of my head, I can think of some very good reasons to not go all "PURGE THE F%&~ING CHURCH." First, there's the fact that Iomedae was Chelexian before she got her god-powers from the space rock. Even if Her Majestrix doesn't like the followers of Iomedae, the simple fact of the matter is that the Inheritor is a massively important part of Chelexian history, and one hell of a feather in the cap of the country's ego. If there's one thing Chelexians at large love, it's the fact that they're "better" than everyone else, and Iomedae being in the Ascended is incredible proof that there's more to that than idle boasting. Deciding to destroy that would be a polarizing decision, to say the least.

Secondly, Good religions have this nasty habit of working to help each other out in the face of oppression. If you declare war on one, there's no telling just how many others will begin to rise up as well. Milani would be obvious, and it'd be easy to see Cayden suggesting his faithful stand by his fellow Ascended's followers as well. Add in Sarenrae, Erastil, Shelyn, various Empyreal Lords, and some good aligned followers of neutral dieties, and you've got a real mess on your hands real quickly.

So, yeah. Trying to wipe out Iomedae's church in Cheliax would be a profoundly stupid move on Abrogail's part, which is why she isn't doing so.


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Squiggit wrote:
basil888 wrote:
IF YOU MOVE AND AS A STD ACTION PERFORM AN ATTACK, CAN YOU ATTACK WITH BOTH MAIN AND OFFNAHD EAPONS?

No.

Also wow one hell of a thread necro.

And we now know that the Thread Necromancy spell has verbal components for sure. I mean, verbal components do have to be loud, after all.


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You can't really include Bardic Performance with general lack of help from their class. In fact, Bardic Performance is really what cement the bard into being a combat capable class. Let me whip up a quick 6th level build for you in order to help build up your bardic knowledge.

Barry the Human Bard:

Stats (15 point buy): Str 12, Dex 14, Con 12, Int 10, Wis 7, Cha 19
Feats: Weapon Finesse(1st), Arcane Strike(1st), Lingering Performance(3rd), Harmonic Spell(5th)

So, without even touching any spells, you can easily net yourself a +2 to hit and +4 to damage, which lasts for 3 rounds if you expend one round of performance. If you use a spell, you get to maintain your performance for free. So, before taking magic weapons and buff spells into account, your rapier is going to be rocking a +8 to hit and 1d6+5 damage. This isn't anything too spectacular, I admit that much. But that puts you at hitting the average AC of a CR 6 monster on an 11+, which is pretty much 50/50 odds.

When I have more time, I'll elaborate more on this, such as which spells can really seal the deal.


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Personally, I find Curse of the Crimson Throne to be a really solid and simple AP to run, though the fact that it's 3.5 does complicate things somewhat. Sadly, I don't have as much experience as I'd like with other AP's, and the ones I do know (Kingmaker and Carrion Crown) aren't quite as new-GM friendly.


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Just take Leadership. There you go, the problem has now solved itself.


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... How the flying hell did that work?


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Woo, three day training for my NEMT job is finally complete! In the past three days, I have learned that I am still good at dealing with cranky old people, filling out paperwork, and not showing any outwards signs of stress. However, I have also learned that whoever did the street layout in the areas I have to work in was pretty bad at their job, and that GPS is virtually useless for getting to places in a timely manner if you're going the speed limit.


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Well, I feel accomplished today.


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Happy Birthday, Icy!


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Happy exceedingly late tacticsday, oh mighty favoriteslion.

Also, the jobhunt is now over after a mere week of applications! Starting this Friday, I will be a non-emergency medical transport driver.


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... Man, Lamm looks horrible. Like, he wasn't a good looking guy before, but he looks like he's... Oh, I don't know... About seven days from his grave?

But seriously, excellent art! I'm looking forward to this so, so much.


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Cap Yesterday, Compulsive FAQer wrote:

Wait a minute, he can't admit he was wrong can he?

Why, if Freehold admits fault, that means everyone here on these boards could be wrong about something.

Starts eyeing everyone suspiciously.

The only thing wrong here is your lack of clothes!


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Another game of Team Evil Kingmaker down today. One of my players returned with his brand new Necroccultist, who has already proven himself to be incredibly helpful. Sadly, one of my players will be going on vacation with his family for a few weeks, so it's the last session for a while. However, they have finally started the Varnhold Vanishing. Luckily enough, their first welcome into the Glenbon Uplands was the Random Encounter table throwing 6 Cyclopes at them. Now that was a hard won fight for a group consisting of nothing but casters, and it was only by the grace of the Necroccultist using his fast zombies to great effect that they managed to get through it.

Kingmaker Plot stuff.:
Of course, they weren't happy to go to Varnhold, because they had a Kingdom to run. They tried to send a patrol from their kingdom to look into it first, but between Glenbon's natural fauna and Nyrissa's Spriggan/Sangoi investigators, they were quickly massacred. So they somewhat reluctantly left the kingdom and went into Varnhold to investigate themselves, as their attempts to Scry on Varn and other notables have failed miserably due to the fact that their souls have been trapped. So they beat-feet to Varnhold on some horses, and started looking into things. They immediately concluded that the Nomen centaurs couldn't have possibly been behind the vanishing, mainly due to the fact that it was way too subtle, clean, and complete for a simple skirmish to be the cause. They found Pendrod's notes rather quickly, and also found Vordekai's familiar spying on them. The Occultist engaged by flying and shooting a ray of enfeeblement at it, then caught it before it hit the ground. It then promptly exploded in his face. That little exchange has everyone paranoid now, but at least they now know enough to go talk to the Nomen peaceably. Unfortunately for them, a little trek through bullette territory killed the Witch, so they had to take some time going back to their Kingdom to raise him, as their simultaneous outlawing of all good-aligned religions in their Kingdom and desecration of the temple of the stag sorta burned their bridges with religion in Restov.


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Liz Courts wrote:
Kalindlara wrote:
** spoiler omitted **
** spoiler omitted **

Spoiler:
Man, all of these puns about Sial's class change are just painful

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Welp, it's been a while since I've touched the Pantheon. So let's try this!

Law/Chaos: 1d3 ⇒ 1 Lawful
Good/Evil: 1d3 ⇒ 1 Good

Size: 1d20 ⇒ 20 Metropolis! Startin' off big here!

Government: 1d12 ⇒ 12 Secret Syndicate

Qualities: 6d24 ⇒ (24, 14, 10, 16, 13, 24) = 101 Strategic Location, Mythic Sanctum, Darkvision, Resource Surplus (Darkwood), Broad Minded
Quality Re-roll: 1d24 ⇒ 17 Wealth Disparity

Region: 1d5 ⇒ 5 Central

Dominant Race: 1d20 ⇒ 7 Human.

Ebongrove
LG Metropolis
Corruption +6, Crime +5, Economy +8, Law -1, Lore +5 (+7/+3), Society +6 (+4/+8)
Qualities - Broad Minded, Darkvision, Mythic Sanctum, Resource Surplus (Darkwood), Strategic Location, Wealth Disparity
Danger - +10
Demographics
Government - Secret Syndicate
Population - 57,231 (28,629 Humans, 8,432 Dwarves, 6,259 Aasimar, 6,230 Tieflings, 1,341 Elves, 1,021 Gnomes, 1,015 Undine, 1,006 Ifrit, 1,005 Oread, 1,001 Slyph, 501 Flumphs, 791 other)
Notable NPC's
- Taxcis Lionnes LG/LN Male Aasimar (Archon-Blooded) Vigilante 14/Mythic Trickster 5
- Xanthan Whec LG Female Human Cleric of Xaeldor 15
- Carcharais Synderfell NE Male Undine Lich Wizard 16
Marketplace
Base Value - 17,600 gp; Purchase Limit - 100,000 gp; Spellcasting - 8th
Minor Items - All; Medium - 4d4; Major - 3d4

Well, the actual description of this will have to wait a while, as it's going to be long.


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Air Elemental Comedian. Because someone needs to deliver a hurricane of puns!


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captain yesterday wrote:
Already got my exit strategy worked out. Mwahahahaha!

Does it involve a grappling hook? It's gotta have a grappling hook.


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Ceustodaemon DMV employee. Because we all know that the DMV is meant to destroy souls anyways.


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Welp, there is only one good-aligned character in my Hell's Rebels group now, and it's mine. One player was able to return, but his other character had unfortunately died when he had to depart the group for a bit. So the replacement character is a NE/N Warlock Vigilante. Another character had to be replaced after the leader of the Red Jills one-shotted him with a max-damage crit from Scorching Ray, and he was replaced by a neutral dwarven hunter. And then there's the lawful neutral arcanist, who's a bit too comfortable with torture.

So now, the only person with a real moral compass is the Kyton-spawn tiefling who breaks everything she touches (Wrecker curse and Apocalypse mystery), actively sees the worst ways a situation can turn out (Powerless Prophecy), and has an innate knowledge of what can hurt people the most (because Nidal expat). ... This is going to be an interesting ride, that much is certain.


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Woo! Another paladin thread! Time to take a shot!

But in all seriousness, this doesn't seem very likely to work on a paladin. If he's looking into the faith, chances are he's going to get some divine warning signals (i.e. use detect evil) rather quickly. It's really quick and simple to use, so might as well spend a few seconds looking at your potential fellow devotees to see where they stand on the associates scale.


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Ravingdork wrote:
So what would they be drawing the knife with pray tell?

Grit, gumption, and teeth?


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WHY IS EVERYONE YELLING?! IS THERE SOME SORT OF PARTY?


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captain yesterday wrote:
No more Gravity Falls after Weirdmeggedon then?

Nope. That's the series finale. One of the better series finales I've seen as well. Touches on all the right points in my mind.


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I'm rather happy to live in the same town as my grandparents on most occasions, but today was not one of those times. My grandfather called me just as I was getting off work, and to make a long story short, I had to help carry/transport one of his dogs to be put down. I'm happy to help, but that's just a rough prospect period.


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Marut Inevitable Tax Collector.

"You know what they say. Both Death and Taxes are inevitable."


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MrCharisma wrote:
Also just for curiosity's sake, how would people rate Evil Eye if the Cackle Hex didn't exist? A lot of people have been talking about how other hexes are better and you can cackle to keep them going, but Evil eye will likely last the entire combat without Cackle. So really we're comparing Misfortune+Cackle to Evil Eye alone (I understand Cackle DOES exist and is a good way to use your resources, I'm just curious to see if this would change people's ratings).

Since no one else has addressed this yet, I'll go ahead and step up to the plate. Personally, I think that every type of witch suffers greatly without Cackle, as the class really seems to be built with Cackle in mind. That being said, without Cackle, Evil Eye is still an ability that's always going to work, though without the length of use that Cackle would cause. Meanwhile, Misfortune would still have its chance to do nothing, and a laughably (Hah!) short duration while doing so. So while Misfortune is a more potent debuff, its duration leaves much to be desired, and there's always the chance it does nothing.

chuffster wrote:
Evil Eye wastes a standard action for a very minor effect.

So a debuff that is guaranteed to work regardless of your enemies saves is a waste? I mean, there's plenty of other math in the thread showing that Evil Eye is far from useless.

Now, I admit that I -really- dislike it when my spells do absolutely nothing to contribute, as do most people I know. Hell, this is why a bunch of guides for casters are built around getting your casting stat as high as possible. So, in my mind, Evil Eye is just a permanent way to contribute to a fight regardless of most circumstances (barring undead and constructs, which are pretty good at nerfing most of a witch's best tricks anyways). Evil Eye isn't flashy or even a fight ender. But it is a reliable enabler, and that's golden in my book.


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Tacticslion wrote:
Tacticslion wrote:
mourge40k wrote:

Hrm. Down to three names now. Going with the Silver Shadow, The Tactics Lion, and the Raven's Shadow. Welp, let's break out that d3 then!

1d3

Silver Shadow it is then!

I was in the running!

captain yesterday wrote:

I WIN!!!! WHO HOO!!!

I'd like to thank the General, and Platypodes, we did it!!!

Who hoo!!!!

pours champagne all over head

Go CY~!

captain yesterday wrote:
I was actually going to go with The Silver Painter, but thought that would be way too obvious. Also it's not as cool. :-)

That was my problem, too, when trying to do anything with Paint as a name.

That said, I suggest Marvelous Pigments, Traveler's Any Tool (perhaps making it masterwork, via spell or two); also useful.

Other spells that might help (via hidden/secret enchanted items):

...

Man, I'm so glad that I'm playing this character! Even more so than I was in the first place!


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Hrm. Down to three names now. Going with the Silver Shadow, The Tactics Lion, and the Raven's Shadow. Welp, let's break out that d3 then!

1d3 ⇒ 1

Silver Shadow it is then!


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Welp, I'm actually having trouble coming up with a name for my Vigilante for Hell's Rebels. More specifically, I'm having trouble coming up with his vigilante identity name. And so, I turn to you guys, because I'm sure to get something usable.

For the record, Mr. Vigilante is a painter by trade, has the stalker specialization, and currently is built using Enforcer/Dazzling Display to set off Twisting Fear. Also nonlethals with a greatsword thanks to Mock Gladiator.


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Finally got my official start date for my school's nursing program in the mail! While it's not the early June they initially said it would be arriving on, I am still quite happy that it's still managed to get here. The downside? I have to wait until Spring of 2018 to take my first nursing classes. The upside? I'm getting into one of the top 10 or so nursing programs in the country, so I can wait.


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I think I've got a little something to present to them....

Tale of Briar:
Once, there was a maiden, as lovely and as radiant as the sun and stars. One day, she attracted the attention of a powerful lord, and the two eventually fell in love. He showered her in gifts, and she eventually began to consider herself a noble herself. She soon began to boast of her connection to her love, of her new gifts. She decried other lords and ladies of the realm, calling them shabby pretenders unworthy of any respect. After all, none were as fair as her, as talented, as powerful.

But unfortunately for her, gifts and dalliances do not make one a noble, and only a fool would dare to mock those above their station. The other nobles bristled at her insolence and insults, and sent one of their champions to deal with her. The champion and the maiden fought, the battle taking its toll on the foolish girl who had thought herself superior. She managed to escape, exhausted from her efforts.

It was then that three other nobles surrounded her, and bestowed their judgement upon the upstart. The first decided since she loved her power so much, it would be allowed to remain. However, what she wouldn't have was her capacity to enjoy it, or anything else. Reaching into her spirit, she ripped out her love and joy.

The second took the maiden's love, and forged into a weapon and a promise. One day, the maiden would find her love in the hands of another, and on that day, her love would finally be returned to her. However, it would not rejoin her, but instead slay her.

The third then took the weapon, and cast it beyond the reach of the maiden, thus sealing her fate. With their punishment complete, the nobles left the maiden alone with her power, and the weapon in another realm. And so the weapon remained beyond the maiden's grasp, waiting for the day that it would fulfill its destiny and return to the maiden as promised.


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Let me put it this way for you. Let's say you've gotten four hexes: Evil Eye, Misfortune, Cackle, and Slumber. Here's how a typical combat for you can go now.

Round 1: Evil Eye someone's saving throws. If they fail, it's a long duration debuff. If they pass, they still have the debuff, meaning it doesn't actually matter how high their saves are. This is an excellent debuff that enables both your spells and everyone else's in the party to work better.

Round 2: If they passed the save against Evil Eye, Cackle to maintain it for another round with a move action. Either way, use Misfortune on them, which they are less likely to pass due to Evil Eye's influence.

Round 3: Cackle if necessary. Hit the incredibly debuffed opponent with Slumber if they're still standing.

Yes, this does take 3 turns to set up. But after personally dealing with more than a few witches in my games, I can tell you that few things survive this cocktail of debuffs.


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The Doomkitten wrote:

By Ao (god of the game, not the FR one), guild politics is starting to look like something out of Game of Thrones...

** spoiler omitted **...

If someone's head isn't on a pike, I'm going to be incredibly disappointed in everyone involved.

But on a more sincere note, that really sucks. Here's to hoping the rest of the game is better after all of this, so that at least it's all worth something!


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captain yesterday wrote:

Darn it Badger, now you have me going down memory road.

:-)

... This is smurfing terrifying.


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captain yesterday wrote:
The General came up with an Android that becomes a Cleric of Desna because she wants to dream.

No, no. I shouldn't make the joke. It's too obvious, too easy. I'm classier than that. Better than that.

... So I'm just going to go stat up an electric sheep, because I can.


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Succubus Soccer Mom.


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Cavall wrote:
Menacing Shade of mauve wrote:
Kill her kids, leave a bloody dagger with the crest of a rival noble house, boom done what could possibly go wrong.
You mean other than casual infanticide?

That's a problem? Great, now it extends beyond just goblin babies! DAMN YOU, COOOOOOOOODE!

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