Elf

supervillan's page

*** Pathfinder Society GM. 839 posts (14,774 including aliases). 5 reviews. 4 lists. No wishlists. 20 Organized Play characters. 14 aliases.


1 to 50 of 784 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Scarab Sages

1 person marked this as a favorite.
active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 33 T 21 FF 27 | HP [132/121] 121/121| F +17 R +18 W +16 | CMD 34 | Init +12/14 | Perc +21/23 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 6/8, 7/8, 3/8, 5/7, 6/7, 5/6, 4/4)

Will get a combat post up later today (Tuesday). So many options :o

Silver Crusade

1 person marked this as a favorite.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1

There's a Campaign Clarification for Noble Stipend. It just gives you 100gp at the start of each adventure, any remainder not used by the end of the adventure is lost.

Silver Crusade

1 person marked this as a favorite.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
I'm Hiding In Your Closet wrote:

Just saw the above; not seeing the "nonsense" in any of the preceding (PDK's unhelpful 2-bitz notwithstanding), but let's see if this is any easier:

Touch of blindness. I'm trying to figure it out (and if it's worth taking):

If a character has the BAB for multiple attacks in a round, can it deliver multiple magical touch attacks in a round (this would be very good to know in general, of course, would certainly help redeem chill touch in the face of Pathfinder's nerfing single-point ability-damage)?

If the answer is yes, then if, say, something gets poked three times in a single round with touch of blindness, and fails all three saving throws, would that mean it is then blinded for the next 3 rounds, or would that part not work that way?

FAQ wrote:

(Q) Touch Spells: In the Magic and Combat chapters, it says that I can touch a single ally as a standard action or up to six allies as a full-round action and that I can combine delivering a touch spell with a natural attack or unarmed strike. But what if I just want to deliver the touch spell to an enemy? It just says I can do it “round after round.”

(A) Making a touch attack against an enemy by touching it, beyond the free action to do so as part of casting the spell, is a standard action. It can’t be used with a full attack.

linky to FAQ

A Magus can break this rule, using Spellstrike and Spell Combat. Touch of Blindness can certainly be used by a Magus with high BAB to Spellstrike more than once a round, but other than forcing more saves there's no benefit. Nothing in the spell description causes the duration to stack on multiple hits.

Regarding the Tripping Staff Feat, any Enhancement bonus on the weapon will also apply to Combat Manoeuvres that you make with it. That, and the clause allowing Spellstrike on a Trip if you're a Staff Magus, would seem to be the benefits.

Silver Crusade

1 person marked this as a favorite.
active effects:
Female Ifrit LG Gunslinger (Mysterious Stranger) 1 / Bard (Juggler) 2 / Monk (far strike) 1 / Paladin (divine hunter) 2 | AC 24 T 18 FF 16 | HP 38/44 | F +14 R +18 W +13 (+1 vs charm or compulsion); evasion | CMB +3, CMD 21 | Init +9 | Perc +3 darkvision 60' | SM -1 | Grit 5/5 | Performance 8/11 | Spells (-, 3/3) | LoH 5/6

"Pardon me, sir" Effie flashes her biggest circus-urchin smile "but we simply must see the esteemed Master Rutowski! Nobody else will do!" she gushes.

"We have it from a mutual friend that Master Rutowski knows better than anyone in the field how to handle a - not to be too delicate about it - a beast of a man" Effie gives a sideways smirk at Holan-ji "and we ladies just have to see!"

"It's not everyday you get a client like this, now is it? May we come in?"

bluff: 1d20 + 12 ⇒ (7) + 12 = 19

If it looks like the butler is going to close the door, Effie will begin a Fascination bardic performance (continuing to prattle and flirt) to hold his attention. This has a DC17 Will save to avoid, but Effie will force a reroll of a die result of 15+ using her Hypnotic racial ability.

Silver Crusade

1 person marked this as a favorite.
active effects:
Female Ifrit LG Gunslinger (Mysterious Stranger) 1 / Bard (Juggler) 2 / Monk (far strike) 1 / Paladin (divine hunter) 2 | AC 24 T 18 FF 16 | HP 38/44 | F +14 R +18 W +13 (+1 vs charm or compulsion); evasion | CMB +3, CMD 21 | Init +9 | Perc +3 darkvision 60' | SM -1 | Grit 5/5 | Performance 8/11 | Spells (-, 3/3) | LoH 5/6

A familiar face smiles at the elven scholars (and she regards Hep as a scholar, albeit an unconventional one whose wisdom may be the result of long experience and sometimes doing the wrong thing at the right time).

"Now wererabbits would be Totally Amazing! Keep your carrots safely packed!"

Effie embraces the elves. "Hepsubia! Maria! I've missed you both terribly. Are the rest of the gang in on this mission? How have you all been? I shall be glad of the long journey, it feels like we've got so much catching up to do!"

"I'm sorry to hear about Vilk's circumstances, Master Farabellus. I do have a good supply of silver bullets - well, cartridges anyway. But I hope they're not needed."

Effie leans in to Hep and whispers "I used to be a werewolf you know. But I'm alright now-oooooOOOOOW!"

Scarab Sages

1 person marked this as a favorite.
active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 33 T 21 FF 27 | HP [132/121] 121/121| F +17 R +18 W +16 | CMD 34 | Init +12/14 | Perc +21/23 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 6/8, 7/8, 3/8, 5/7, 6/7, 5/6, 4/4)

You were planning on stopping shooting once you dropped the Master, right Flyn? ;)

Scarab Sages

1 person marked this as a favorite.
active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 33 T 21 FF 27 | HP [132/121] 121/121| F +17 R +18 W +16 | CMD 34 | Init +12/14 | Perc +21/23 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 6/8, 7/8, 3/8, 5/7, 6/7, 5/6, 4/4)

I'm travelling again tomorrow, normal posting frequency will resume on Monday.

The Concordance

1 person marked this as a favorite.
active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision

"I know you love that hammer Kaz, but try your axe on these things. Here" Halali intones a spell, and lays her hand on the haft of Kaz's silvered battleaxe.

Cast Magic Weapon on Kaz's axe (casting then moving), and draw her kusari-gama.

"I've a scroll or two with the same spell upon it, if any of you boys need your own axes enchanted."

The Concordance

1 person marked this as a favorite.
active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision

"Alright. Clankers go to the sermon, the rest of us see if we can get into Dakang's quarters somehow. Anyone got a method of raising an alarm - apart from screaming real loud that is?"

"As for you Gastidem" she switches back to Common to address the gnome "roll up a phat one and chill, alright? I wouldn't mind a sample - herb helps with meditation according to some of the storm monks."

Silver Crusade

1 person marked this as a favorite.
active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

Thanks Maria!

The Hunger is strongest in Michiko - use it!

Seeing the corrupted general savagely attack his comrade Zithembe, Sleeping Sword sways rhythymically, evading the dullahan and dodging past Michiko to outflank the graveknight.

"Two constants." He raises his skymetal katana, and is filled with the blessing of Heaven's warriors.

"The Sun and the Moon." He feints with his sword, and strikes with his foot...

punishing kick vs Michiko, bless, song, Zepha, flank: 1d20 + 8 + 1 + 1 + 2 + 2 ⇒ (17) + 8 + 1 + 1 + 2 + 2 = 31damage, song, Zith: 1d8 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11

Assuming that hits, trigger Gentle Rest domain strike as a swift action. Michiko is Staggered for 4 rounds, no save. Also she must make a DC16 Fort save or fall prone due to Punishing Kick.

Silver Crusade

1 person marked this as a favorite.
active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

"Yohanatotsu Michiko" Sleeping Sword addresses the graveknight in Tien, "I come at the bidding of the Empress of Heaven to return you to Her light; to grant you and your soldiers the Sleep that you have been wrongly denied."

"Find the strength in your soul to cast off the curse of the Lord of Envy."

The old priest raises his skymetal katana in salute...

The Hunger is strong here, as if it dwells here as a thing in itself. Master it!

Not trained in Know.Arcana.

Silver Crusade

1 person marked this as a favorite.
active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

The old monk feels intense discomfort at the experience of an undead spirit - an embodiment of evil that he is sworn to cleanse from the world and a reminder of his own accursed origin - addressing him with sincerity and honour. Sleeping Sword pushes the knowledge that the Sōchō's own curse may be the result of his loyalty to his mistress to one side, and meditates upon his training. His eyelids droop down...

"「眠れる剣の道」には、「忠誠ほど高貴で尊いものはない」と書かれています。"

Tien:
"The Way of the Sleeping Sword says: nothing is more noble, nothing more venerable, than loyalty."

Actually it was Cicero.

Know.religion, Aid: 1d20 + 4 ⇒ (3) + 4 = 7

Silver Crusade

1 person marked this as a favorite.
active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

The swaying monk inhales deeply, contemplating his words...

know.religion: 1d20 + 4 ⇒ (5) + 4 = 9

...though the shade is of a kind not previously encountered. Sleeping Sword counts on the counsel of his fellows to fill the gaps in his own learning. The Way of the Sleeping Sword is a martial path first and foremost.

"It is by the Will of the Empress of Heaven that I come to this place, servant of Lady Michiko" the priest addresses the shade in Tien, and presents the found holy symbol.

"It is by the Will of the Empress of Heaven that I came upon this symbol, which belonged to Lady Michiko in life, did it not?

Your mistress was a holy warrior who did her duty even at the cost of her soul. And you, you did the same. A loyal servant to the end, and beyond.

I tell you that Lady Sun knows this, for she has sent me here with my companions to cleanse the corruption that you suffer. It is Her Divine Will that you suffer no more, that you return to Her Light. You are not beyond Her Grace, if you only accept it."

Liberty's Edge

1 person marked this as a favorite.
active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

"Kiboko is enjoying semi-retirement in Mwangi, directing junior pathfinders out of Sharrowsmith Exports, spending quality time with Mvumbu away from the corruption of civilisation."

A loud honking is heard in the near distance...

"Mvumbu asks if friend Flyn has any cabbages."

;)


1 person marked this as a favorite.
The Waking Rune

Revised Chronicle for you Teric. I'll pm the link too and then close this thread tomorrow.

Cheers all

Silver Crusade

1 person marked this as a favorite.
active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

The old man turns the disc over in his palm, and reads the inscription. He blinks away tears. "...Michiko... was this yours?"

Sleeping Sword sinks to his knees. He reveals his own, matching, symbol - a wooden disk on a simple leather cord tied around his neck. He lifts his face heavenwards, raising the found symbol in one hand and his scabbarded katana in the other.

"Empress of Heaven! Lady Sun! You have sent your servant to this place as a blade in your blessed hand. By your light, I shall not fail in my appointed task."

"ヨハナトツミチコ、あなたが拒まれていた眠りをお届けします。"

Tien:
"Yohanatotsu Michiko, I will bring you the sleep that you have been denied."


1 person marked this as a favorite.
The Waking Rune

Ever the pragmatist, Trade Prince Teric Cain formulates a new strategy. He appears back in the chamber with the broken sarcophagus. His instincts are as good as ever - Runelord Krune is right there, floating 5 feet off the ground. Just in front of the runelord is a beautiful celestial elf - in fact another bralani azata. At Teric's back, a bank of thick acrid fog makes any attempt at reaching the bowl of rune tokens and the possible exit a deadly challenge.

Krune sneers and releases his sentient dragon-tooth spear; it angles its point towards the Trade Prince. But the runelord, despite having no knowledge of the modern Taldane trade tongue, senses Teric's intention. Krune barks an order at the azata and, rather than strike Teric down with a thunderbolt, the celestial begins repeating Teric's words. What Teric hears as Varisian, Krune hears as Thassilonian thanks the the azata's Truespeech.

"An arcanist? The cold lightnings were yours." Krune switches to Draconic. "I have no need of an apprentice. But you perpetrated a successful subterfuge to obtain that Brand without supplication to the Goddess. That is a useful skill. To serve, you must learn obedience."

Krune gestures. The twisted Sihedron Brand warps inside Teric's flesh, reworking itself into something new. A shackle. A rune of servitude, binding Teric's body and soul to the will of the runelord.

"Obedience is pleasing to the Goddess" Teric says as he kneels...


1 person marked this as a favorite.
The Waking Rune

I do love Teric's sales patter ;)

Mechanically the consequence of swearing yourself to Krune's service (and the runelord accepting of course) is character retirement. But I think that's a very fitting retirement. And maybe one day, Teric would find a way to turn the tables.

If you are content with ending the story that way Teric, I'll post a wrap up narrative in gameplay and tactics debrief here. Should also be able to get chronicles out over the weekend.


1 person marked this as a favorite.
The Waking Rune

I'll put up the details later today. You'll likely also need to pay the 5PP for body recovery.


1 person marked this as a favorite.
The Waking Rune

Posting here Hamish because there's a lot of text - you're making your GM work (which is only right, this is after all a tier 10-11 season finale).

There is a grey area. The Perception skill rules say "Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action."

The enemies who saw Hamish disappear could be allowed 'reactive' Perception checks at that point, in addition to using Move actions on their turn. (You don't lose all your senses when it isn't your turn).

The Stealth skill says "If people are observing you using any of their senses (but typically sight), you can’t use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast." I don't think you'd need to take the -10 because you're gaining concealment from Invisibility, not dashing for cover. However you would need to create the diversion so that you're not being observed. This use of Bluff doesn't seem to cost an action.

The wind blast is an AoE, but it's a line effect. If you were to remain undetected, there would be a 50% chance that the azata gets the line you're in. (There are lightning bolts covering the 'top' line so it's going to take either the middle or bottom line).

If you remain undetected, the shadow demon possessing an azata uses Shadow Conjuration: Glitterdust in your general area instead of attempting Telekinesis on Quiella - you're the higher priority because you've got the Daylight emanation. Reasoning that you're unlikely to stand closeby, and wanting to ensure that the cast doesn't do nothing at all, it puts Pai Shecks at one end of the burst, and catches you in it. You'd get a DC18 Will save to disbelieve, then if you fail that a DC18 Will save to avoid Blindness; if you pass the disbelief save, there's a flat 20% chance that you still need to save against blindness and that your concealment is negated.

TL;DR - I didn't apply distance modifiers but I should have. You might successfully Stealth but must roll an opposed Bluff check. If you pass the opposed Bluff then I retcon the possessed azata to attempt shadow glitterdust, and make a 50% wind blast attack if glitterdust fails.

I hope that all makes sense - I certainly don't want to kill a PC because of a rules error. The odds are still very much against you but are non-zero.

The Exchange

1 person marked this as a favorite.
active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

Chronicle is good, thanks again for running!


1 person marked this as a favorite.
The Waking Rune
Pai Kromnite PFS wrote:
I’m still here by the way, just waiting for confirmation that I am back on my feet and no longer currently dying!

I'll update gameplay later this evening, but yes, Hamish's cure spell gets you conscious again.

The Exchange

1 person marked this as a favorite.
active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

+3 inspire courage is huge Kit :)

As the phantom foes rush in, Malachi counts on his magic polearm to fend them off....

AoO vs Red (reach), bulls strength, inspire courage, heroism, power attack: 1d20 + 12 + 2 + 3 + 2 - 2 ⇒ (4) + 12 + 2 + 3 + 2 - 2 = 21magic piercing damage: 1d12 + 10 + 3 + 6 ⇒ (2) + 10 + 3 + 6 = 21

supplies damage reroll: 1d12 + 19 ⇒ (9) + 19 = 28

Can't target Black with AoO, it didn't leave a threatened square.

When that fails to stop the incorporeal spirit and the creature reaches out to touch Malachi, the tengu gulps in fear. And then -

"いいえ!"

A black shadow crosses the Captain's face, appearing almost like a mask. He speaks - but his voice is not his own. It is instead clearly a female tengu's voice, strong and defiant.

Tien:
"No!"

Lightning crackles along Malachi's limbs as he adopts an unfamiliar stance.

"私、イナヒイの守護者であるノバリ・ホハチは、お前たちの卑劣な霊を否定します!"

Tien:
"I, Nobali Hohachi, defender of Inahiyi, deny you vile spirits!"

The thunder-spirit rebukes the phantom, and Malachi-Hohachi strikes back.

magic hammer vs black, rage, bulls strength, inspire courage, heroism, power attack: 1d20 + 12 + 2 + 2 + 3 + 2 - 2 ⇒ (8) + 12 + 2 + 2 + 3 + 2 - 2 = 27magic piercing damage: 1d12 + 13 + 3 + 6 ⇒ (6) + 13 + 3 + 6 = 28
magic hammer vs black, iterative, rage, bulls strength, inspire courage, heroism, power attack: 1d20 + 7 + 2 + 2 + 3 + 2 - 2 ⇒ (18) + 7 + 2 + 2 + 3 + 2 - 2 = 32magic piercing damage: 1d12 + 13 + 3 + 6 ⇒ (7) + 13 + 3 + 6 = 29

If the first hammer attack is enough to finish off black, Mal will 5' step after using his natural attacks so that the iterative hammer attack can also be applied against Blue. (It's splitting attacks, but it maintains the flank for Cala if he wants to go on the offensive).

Malachi then strikes out with tentacles, beak, and the strange, narwhal-like horn that emerges from his forehead...

tentacle 1 vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (8) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 27magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (2) + 4 + 2 + 3 + 2 = 13
tentacle 2 vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (9) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 28magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (4) + 4 + 2 + 3 + 2 = 15
tentacle 3 vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (6) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 25magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (3) + 4 + 2 + 3 + 2 = 14
tentacle 4 vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (1) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 20magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (2) + 4 + 2 + 3 + 2 = 13

gore vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (16) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 35magic piercing damage: 1d8 + 8 + 2 + 3 + 4 ⇒ (3) + 8 + 2 + 3 + 4 = 20
peck vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (1) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 20magic b/s/p damage: 1d3 + 8 + 2 + 3 + 4 ⇒ (2) + 8 + 2 + 3 + 4 = 19

Shame I can't Sneak Attack them ;)

The Exchange

1 person marked this as a favorite.
F very rare parrot-hawk familiar (emissary) 4 | AC 17 T 15 FF 14 | HP 35/35 | F +9 R +7 W +7 | CMD 16 | Init +3 | Perc +21 (10) lowlight vision

In case it matters, Polly is content flying above the ship on lookout duty :)


1 person marked this as a favorite.
The Waking Rune
Pai K wrote:
If you’d please love me, GM.

You know I love all my players equally Pai ;)

I've moved you to the edge of the cloudkill, you do have 15' of move left if you want to go into it. You have a Gozmask iirc so you can see through the fog.

Shadow demons are invisible.


1 person marked this as a favorite.
The Waking Rune

Moved you Pai K

The blue dots are Teric's cold ball lightnings, they'll persist for up to 1 round / level.

Mykel, the 'dog' is a spell effect that's invulnerable to attack but can be dispelled.

Pai S keeps on blasting the not-a-dog, finding water as ineffective as lightning. Hamish has the right of it - only Dispelling the Hound will prove effective in getting rid of it.

Speaking of Dispelling, Teric proves that his magic is stronger than the late Lashmistress', and frees Mykel from Confusion. Mykel does have Protection from Evil, I've added it to the Buff tracker.

All apparent dangers neutralised or avoided Mykel can step away from the dog now, it doesn't take AoOs, the Pathfinders have a little time to take in the room properly - albeit the loud barking is somewhat distracting.

Against the eastern wall of the ante-chamber (where you dealt with the two swordswomen and the serpent) there's a mosaic of iron tiles surrounding a door-shaped area. Next to that, a three-foot tall stone pedestal bears a shallow bowl and the bowl holds a number of crystal shards.

Iron braziers flank the stone altar that divides the ante-chamber from the 'tomb' wherein lies the sarcophagus. Atop the altar is a book, a bundle of incense, and numerous reagents of unknown provenance. Embedded in the altar is a large, flawless emerald.

Sickly light pulses from within the sarcophagus and a heavy green-brown fog seeps out of cracks in the stone and pools around it.

All of these features are present on the map.

I've applied Quiella's life-link with Tùrin and I'm continuing to track rounds.

Round 6

Teric
Quiella, -19hp + Turin, -11hp
Hamish, -2hp
Mykel
Pai S, -2hp
Pai K, -10hp

Active conditions: Bright light!

Everyone may act! Quiella can take a Standard action for Round 5 as well if she wants.

party buffs:

Hamish: longstrider, soothe syrup, alchemical grease. daylight
Teric: false life 13hp, defending bone 48hp, mage armour, see invisibility, endure elements, fly, prot. evil
Pai S: elemental overflow, enveloping winds, shroud of water
Pai K: overland flight, mage armour
Mykel: protection from evil
Quiella: life link (Turin, Pai S, Mykel, Hamish), life pact(s)?, shield of faith, divine favour, shield

all: communal resist fire 30, haste (9r), inspire courage, good hope

Scarab Sages

1 person marked this as a favorite.
active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 33 T 21 FF 27 | HP [132/121] 121/121| F +17 R +18 W +16 | CMD 34 | Init +12/14 | Perc +21/23 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 6/8, 7/8, 3/8, 5/7, 6/7, 5/6, 4/4)

Yanndu did indicate that he would renew the communal Resist Fire here.


1 person marked this as a favorite.
The Waking Rune
Pai K wrote:
”Ah, I can tell a bit more about this one! A magical or alchemical effect that will entangle for ten rounds will shut it off. Or something that could paralyze or stagger something for five rounds should do it. Or just doing 35 points of cold damage in a round should disable this one!”

I couldn't find any sensible way of avoiding meta concepts in the info-dump that comes with the higher DC skill success ;)


1 person marked this as a favorite.
The Waking Rune

Hi folks,

My posting rate will reduce for a little while. My daughter is in hospital, poorly but improving. I'm posting on my phone in games where I'm a player but can't GM that way.

I was planning on holding off updating gameplay till Quiella can post in any event.

Cheers

The Concordance

1 person marked this as a favorite.
active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

I assume we can place our own tokens on the map where we wish GM? Will post actions soon.

Boomy is leaning over the side of the Abacus, gazing at the river plants:

I wonder if they've heard about The Warmth and The Light?

The leshy's spiritual musing is rudely interrupted by the appearance of the two hungry-looking lizards. "Look out! Vegetarians!"

Quick-limbed, Boomy levels their trumpet-barrelled firearm at the nearest drake and fires...

BANG! vs touch AC, flare shot, pbs: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 damage: 1d6 + 1 ⇒ (6) + 1 = 7 Halved because Flare Shot; on a hit, Drake must pass a DC15 Fort save or be Blinded for 1 round. On a successful save it is instead Dazzled for 1 round.


1 person marked this as a favorite.
The Waking Rune

The one other thing to note about flying manoeuvres is of course Fly checks.

Flying at less than half speed (which will normally cover making a flying 5' step too) is DC10

Hovering in place is DC15 (there's also a Feat for that, but it's for monsters only - "Hover", in the Bestiary).

Flying straight up (at anything greater than a 45 degree angle) is DC20.


1 person marked this as a favorite.
The Waking Rune
Pai Kromnite PFS wrote:
I’m here, GM, just waiting on the official go ahead to start in gameplay.

Gameplay officially begins on the 4th September, but you're good for rp and introductions now :)

The Exchange

1 person marked this as a favorite.
active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Eh, you can see in these ship manifests that the Aspis have been looting the bounty of the sea, with no regard to natural replenishment, yes! They leave nothing to grow!"

druidic:
"They take, but give nothing back to the earth and sea. Will you allow this? Or shall we have the snakes pay Besmara's due, yes?"

diplo Aid, Eagle's splendour, polly: 1d20 + 1 ⇒ (15) + 1 = 16

Scarab Sages

1 person marked this as a favorite.

I've neither played nor GM'd this.

Hi Eadie! (Quenly's also adventured with Eadie before).

Silver Crusade

2 people marked this as a favorite.

Big props for supporting unionisation and remote working!

The Concordance

1 person marked this as a favorite.
active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision

Your damage looks a bit low Kaz - your STR mod is more than +1, right?

The Concordance

1 person marked this as a favorite.
active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision
Grunigon wrote:
The Healing Hex is an SU ability equivalent to Cure Light Wounds at my level.

Halali also has the Healing Hex :)

But Halali can change her chosen hex every day. She won't keep Healing. At level 6 (level 5 Shaman) she'll take Flight most days - and will have a second changeable hex as well.

The Concordance

1 person marked this as a favorite.
familiar (sage) 2 | current AC 14 T 14 FF 12 | HP 14/14 | F +1 R +4 W +5 imp. evasion | CMD 8 | Init +2 | Perc +2 lowlight vision

"Ha-ha!" calls the Stormcrow. "There you go Halali, you and your dwarves just need feathers!"

know.dungeoneering, sage: 1d20 - 2 ⇒ (10) - 2 = 8 Grim can attempt all knowledge checks untrained.

The bird squints at the oracle - but has no wisdom of his own to add.


1 person marked this as a favorite.
The Waking Rune

Overwhelmed by the physical power of the kithangians, it is all the pathfinders can do to beat a hasty retreat - Thoriel distracts the white demon just long enough to force it to drop Quiella, and all four of you flee for your lives...

When you eventually return to the Grand Lodge many weeks later and report for debriefing, Aram Zey merely shakes his head in silence.

But sometimes, getting home alive is all the victory that matters.

Dark Archive

1 person marked this as a favorite.
active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

"Oh, I know!" Aurora exclaims "We can all sit down and compare notes - over breakfast! Did someone say eggs? With ham and Galtanaise sauce, yes?"

diplomacy (aid): 1d20 + 8 ⇒ (13) + 8 = 21 if only to make the hungry mermaid and verbose tiefling leave the poor chef along :)

Dark Archive

1 person marked this as a favorite.
active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

"What's for breakfast?" Aurora asks cheerfully. "Have you got bacon? And black pudding - not the predatory sort. Or maybe actually yes the predatory sort, I have yet to try it. And sausage of course. Hash browns. Onions. Potatoes. By the Goddess I'm famished!"

"Oh and there's been a murder. But first breakfast!"


1 person marked this as a favorite.
The Waking Rune

Okay, absent any dissenting views I will aim to issue chronicles by the end of the week. We all have covid here, so it may be a little later than that.

I plan on taking a break from GM'ing for a bit. Although I originally planned to run a couple more high tier scenarios my availability for PbP is less than it once was. I think the next scenario I run will probably be Waking Rune, and I'll give priority places to anyone who's played any of the season 4 Lissala scenarios with me.

Might be a month or two before I set that game up though.

Dark Archive

1 person marked this as a favorite.
active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

"Yes. We hear that you like hay."

These surface-dwellers are crazy.

Dark Archive

1 person marked this as a favorite.
active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

"You surface dwellers do it in hay?" Aurora fails to disguise her astonishment. "Doesn't it get in - no, never mind. Forget I asked."

"So. Azuretta, yes. She likes hay?" And I though it was for horses.


1 person marked this as a favorite.
The Waking Rune

I don't really want to bot Quiella and Nina at this point, in the final encounter. But I will do so in approx 48 hours in an effort to get us over the line :)

Scarab Sages

1 person marked this as a favorite.
active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 33 T 21 FF 27 | HP [132/121] 121/121| F +17 R +18 W +16 | CMD 34 | Init +12/14 | Perc +21/23 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 6/8, 7/8, 3/8, 5/7, 6/7, 5/6, 4/4)

Gameplay post incoming :)

Scarab Sages

1 person marked this as a favorite.
active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 33 T 21 FF 27 | HP [132/121] 121/121| F +17 R +18 W +16 | CMD 34 | Init +12/14 | Perc +21/23 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 6/8, 7/8, 3/8, 5/7, 6/7, 5/6, 4/4)

Quenly takes +2 to AC and attacks from BoF

I must concur with our diabolist friend Quenly announces as his hand goes to the wound in his back. He withdraws his hand, now covered in his own blood, and continues as he gazes upon it...

This wretch has sided with the rulers of this place and cannot be trusted a moment longer.

The ever-present shadows that surround Quenly begin to envelop him.

"In me are many forms, human" the elf speaks aloud to the treacherous Illia, "this one is for you."

The shadows completely cover Quenly, then just as quickly recede. In place of the elf is a large, serpentine plant, rising high above the backstabbing rogue, surrounded by four long, whipping, barbed tendrils.

concentration vs ongoing bleed damage, planar penalty (DC15): 1d20 + 19 - 4 ⇒ (4) + 19 - 4 = 19

Suddenly the 'plant' rushes forwards, borne by shadowy wings, to outflank Illia. The tendrils wave menacingly.

Quenly uses Many Forms to take the shape of a Viper Vine. Quenly doesn't gain all of its abilities, but the important stuff is Resist Acid 20, 4 tentacle attacks with Reach 20, grab and constrict. Quenly then casts Grace (swift action, so doesn't provoke) and moves (also not provoking).

AoO, 20' reach:

viper vine tendril, STR+4, large, BoF: 1d20 + 14 - 1 + 2 ⇒ (10) + 14 - 1 + 2 = 25damage: 1d6 + 4 ⇒ (1) + 4 = 5grab?: 1d20 + 14 + 1 + 2 + 4 ⇒ (12) + 14 + 1 + 2 + 4 = 33constrict: 1d6 + 6 ⇒ (3) + 6 = 9 if an AoO is triggered and Illia is grabbed, she'll be pulled adjacent to Quenly and grappled.

No net change to Quenly's AC except for BoF. He gains +4AC natural, but takes a -1 size penalty and hasn't animated his shield so it's merged with him and he loses that bonus.

Silver Crusade

1 person marked this as a favorite.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
Yours is mined wrote:

I've only played (not run) #7-99 and it was good fun, with definite 'strangeness' vibes to it.

Also, Hi, sv!

<waves>

"Hi YiM!"

The Exchange

1 person marked this as a favorite.
active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

Mal's not necessarily expecting one of the party to go off with the elf wizards - it's more of a ploy to push them into saying "no no, we're competent and we don't need your help". If they do leave us alone, Mal's got a jolly boat he can use to get the prisoner out too (and everyone else if we want).


1 person marked this as a favorite.
The Waking Rune

Success Conditions

Success is partly measured by how many charges you fire the weapon with. Charges loaded in the prisms are reduced by 1 for each round that the wrecker demons are allowed to smash things up, starting from when Ghalcor's spirit (the good one) vanishes. Effective charges are increased by 1 if you pass the INT or UMD check, and a further 1 for every 5 points by which you beat the DC (INT DC15, UMD DC20).

You fired the weapon with 30 effective charges - that wand of Prot. Evil was very handy :)

Your primary success is achieved by firing the weapon with at least 14 charges. This earns you 1PP and a couple of boons on the chronicle sheet.

The secondary success condition requires you to fire the weapon with at least 17 charges and prevent Ollysta Zadrian's death (the shemhazian will kill her eventually). Your mission is therefore a full success!

Silver Crusade characters can potentially earn a faction boon, requiring them to fulfil 2 out of 4 conditions (tested per character): resolve the archon encounter nonviolently; directly aid Ollysta Zadrian against the shemhazian demon (assessed against specific criteria); fire the weapon within 4 rounds; fire the weapon with at least 22 effective charges. The first and fourth condition are met for everyone, so our Silver Crusaders earn the faction boon.

Condition removal

Riddywhipple sadly perished. Derpi can bring him back with a Raise Animal Companion spell at a cost of 1450gp. Please confirm that you wish to do so Derpi. As a named NPC familiar, Riddywhipple can't be recruited more than once by the same PC.

Mun had his two evil items destroyed by the weapon. They can be restored with Make Whole or Greater Make Whole spells, total cost 660gp.

ETA: damage to bows will be fixed by Mun's Mending spell, so no costs there.

I expect to be able to get chronicles done by the end of this weekend.

1 to 50 of 784 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>