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Quellian-dyrae
2012-12-18, 11:54 PM
Okay, let's get this started. Posting some resources from the recruitment thread below for convenience.

The PCs!


{table=head]Player|Character|Premise|Sheet
Jormengand|Pedro Ignacio|Human Honor Guard (http://www.giantitp.com/forums/showthread.php?t=263787)|http://www.myth-weavers.com/sheetview.php?sheetid=481039
Guigarci|Ertelm Levesh|Human Factotum|http://www.myth-weavers.com/sheetview.php?sheetid=481049
Meemaas|Omega|Master of many styles/Quingongg Monk|http://www.myth-weavers.com/sheetview.php?sheetid=483048
InsiderTrading|Mica Farrel|Half Elf Synthesist Summoner|http://www.myth-weavers.com/sheetview.php?sheetid=485688
CowMasterTrojan|Ansolon Peramat|Tiefling Sorcerer/Dragon Disciple|http://www.myth-weavers.com/sheetview.php?sheetid=510967
Rokku|Heavens Knight Alkuriel|Aasimar Sentai (http://www.giantitp.com/forums/showthread.php?t=264677)|http://www.myth-weavers.com/sheetview.php?sheetid=511094[/table]


Mana


Learning and Preparing Spells: Spellcasters learn and prepare spells following the normal rules for their class. Normally spontaneous spellcasters may use their Spells Known list OR their Spells per Day list to determine spells known. Characters to not receive bonus spells for a high ability score (so, prepared spellcasters have fewer spells at any one time, but can change them day to day, while spontaneous casters have more spells but can't change them until they level).

Mana: Spellcasters have a pool of Mana equal to twice its class level + its casting modifier (multiclassed spellcasters have a single Mana pool using the combined levels of all spellcasting classes). Casting a spell costs an amount of Mana equal to the spell's level (the spell itself is not expended; a character can cast its spells as long as it has Mana to spend). For psionic characters, Mana is equal to Power Points for all purposes, with one Mana equal to two Power Points. Mana recovers at the rate of one point per hour, and resets to full after eight hours of rest.

Additionally, in situations of stress, danger, or strong emotion (always during combat, though the DM may call out other situations at its discretion), the spellcaster can tap into its reserves to generate excess magical energy. During this time, it gains a second pool of Mana, equal to its total spellcasting class levels + its casting modifier, referred to as its Active pool. Each situation that triggers its Active pool allows it to begin with a full pool of Mana. While its Active pool is available, the character can recover Active Mana equal to half its casting modifier as a full-round action. Once the situation ends, the Active pool can no longer rejuvenate, and fades entirely over the course of the next minute. Generating an Active pool happens instinctively, and it cannot be purposefully called upon by the spellcaster. While the character has an Active pool, it cannot spend Mana from its base pool; it draws on Active mana subconsciously.

Spellcasters cannot use their Active pool to create permanent matter. When casting from their Active pool, the character's spells cannot exceed Long range or last longer than one round per caster level; greater ranges and durations are brought down to those levels. Spellcasters also cannot use their Active pool to cast any spell with a casting time of greater than one full round.

Spells of six level or higher are too powerful to be cast with Active Mana alone; if cast in a situation where Active Mana is being used, the Mana cost is deducted from both the Active and the normal Mana pools. This only applies to spells whose base level are six or more; lower level spells improved with metamagic are not subject to this limitation. Additionally, spells whose primary effects are to deal or heal damage are exempt from this rule.

Metamagic can be added to spells simply by paying the Mana cost for the appropriate level increase. Any effect that reduces the effective level of a metamagic feat only applies once per spell, not once per metamagic feat. Such abilities cannot bring the spell level increase of any given metamagic feat below 0.

Persistence: Spellcasters can maintain persistent spell effects, keeping a trickle of Mana constantly flowing to maintain the spell. This process is called persisting the spell.

When casting any spell with a duration of at least one minute per level (or a flat duration of at least ten minutes), the caster can choose to persist the spell. Persisted spells are measured in points; spells with a duration measured in minutes cost three points, tens of minutes cost two, and hours cost one. Spells measured in days or longer cost half a point. If the duration does not scale with level, the point cost increases by 1 (or to 1, for spells with a duration of one day).

((Note, unlike the Scholar itself, spellcasters using these rules can't persist rounds/level spells, since they are getting access to higher level spells and I'm...not sure the balance would hold up))

A caster can persist a number of points worth of spells equal to its casting modifier without difficulty. Past that, and each point of spells persisted lowers the caster's maximum Active Mana by 1.

A persisted spell lasts as long as it is persisted, regardless of its usual duration. Persistence only ends with the death or will of the caster, or if the caster no longer has the spell known or prepared. If a persisted spell is dispelled, it automatically renews itself, but this causes the caster's current Active Mana (if any) to lower by the point value of the spell. This can result in negative Active Mana. Persisted spells that directly increase the caster's stats (but not those that cause other effects or grant abilities) are imbued into the caster's body directly enough to even remain active in an antimagic field or dead magic area. However, this requires pulling far more energy from the caster, resulting in a -1 penalty on all checks, AC, and DCs per two points of such spells.


Combat Rules


Initiative is mostly ignored. NPCs will simply all act first (but results of actions won't apply until end of the round), then PCs as each player can post, each player posting for their character and any other characters they control (summons, companions, etc). Include any reactions to NPC actions, and any necessary rolls, right in your post. If you want to "time" an action to occur before or to interrupt an NPC's action (for example, you want to move to block a charging enemy), you roll an Initiative check, DC 11 + the NPC's initiative modifier to do so. This option basically replaces readied actions for PCs (NPCs will ready actions normally, in spoilers). Once everyone's posted, my next post will be to post NPC reactions and responsive rolls, resolve all the numbers, and then post their next turn. If a PC forgets to make a roll called for (a save, for example), I'll roll for them in my post.

If you attempt to time an action and fail, your action gets resolved after all untimed or successful timed actions, rather than simultaneously. If this invalidates your action (for example, you try to dispel an enemy's spell but wind up casting too late), you do still lose the action and resources involved. Generally, enemy movement will not prevent you from targeting unless the enemy moves out of range (if you were moving to the enemy to attack, as long as your movement could still get you into reach, you're fine, though you may provoke more attacks of opportunity or the like). Additionally, failing to time an action against an action that targets you results in taking a -2 penalty to AC and saves against the action, since your attention is divided.

In combat, I'll be keeping to about a two-day limit on delays. Past that, I'll play the character's turn. If you want to define a set of tactics for me to follow in that situation, feel free. In the case of prolonged absences without notice, I'll PM and post OOC first as a "poke", and if the absence seems to be delaying everyone, will step in to NPC the character as best I can until the player resumes control. If the player is absent for two weeks or until the end of the current mission (whichever is longer), and no one can make contact with PMs or OOC, I'll assume a dropout, that PC can break from the party, and we can seek out new players to fill the gap. If you know you'll be absent, just let us know how you want us to handle the character in the meantime (NPC'd, controlled by another player, sit out, whatever).


Kasengard and the Azure Drakes


The campaign takes place on a continent roughly the size of Australia. The continent was discovered by humans roughly a thousand years ago. It was a very wild land, inhabited by a wide variety of monstrous creatures and races. The land was made more dangerous by several passages into the Underdark, and a few ancient extra-planar portals (current speculation is they were remnants of planar wars that spilled onto the material plane, although that hasn't been conclusively proven).

Early attempts to settle on the continent went fairly poorly. Lots of battle, lots of death. The humans did manage to persevere, and eventually, established alliances with elven, dwarven, gnomish, and even orcish tribes that had been ekeing out survival in the dangerous region. Over the next couple centuries, the allied populations developed into the kernel of what would become the kingdom of Kasengard (in modern times, the entire continent takes its name for the kingdom, much as Kasengard has basically expanded to control the whole place).

Elven magic, dwarven armaments, gnomish inginuity, and orcish strength gave the fledgling kingdom a fairly formidable military force, but it was the humans who allowed Kasengard to truly prosper. They formed and cemented the alliance, despite often bitter racial animosities, and once the kingdom had stabilized, began to slowly expand its influence, forming diplomatic relationships, treaties, and eventually, alliances with many of the intelligent races and even monsters that inhabited the continent over the course of the next several centuries. Each new addition to the alliance was a new bit of leverage the kingdom could use against more individually powerful creatures. They even managed to broker alliances with both angels and devils, giving them security even against attacks from other planes.

So for the past couple hundred years, the government of Kasengard has basically claimed the whole of the island. This isn't to say the whole continent exists in perfect unity. The alliances are with the kingdom of Kasengard, and while Kasengard's substantial military forces (bolstered by several powerful allies) can and will mobilize to defend their allies from non-allied forces, they officially maintain a policy of minimal interference in disputes or conflicts between their allies. Likewise, even with the spectre of reprisal looming, border towns and even small cities do sometimes come under monster attack for various reasons, and non-sentient creatures, though more rare, do exist and can be threats.

Kasengard's network of alliances is also not entirely centralized. Kasengard has a large network of noble families, and many alliances are linked through them. Still others come from powerful guilds and other organizations, and the continent also has its share of individually powerful warriors, mages, and adventurers who, while officially part of the kingdom, have their own alliances and interests. Resultantly, while the kingdom is quite secure, there are a lot of factions at work under the surface, and numerous beings of various levels of power who pursue their own agendas under the radar of Kasen enforcement.

All of which came to a head shortly after the Time of Troubles, as dozens of factions and individuals sought to exploit the chaos of the time, or took risky or controversial actions to survive it. The result was a five-year civil war that caused lots of damage, depopulated entire towns, and took the lives of over a fifth of the continent's population. Even once treaties were reestablished, alliances renewed, and peace restored, the instability underlying the network of alliances had become truly apparent for the first time. Kasengard lost the illusion of being a single united force, and those who have paid lip service to the alliance (or didn't join it but felt unable to operate against it) no longer felt as restricted as they had. Resultantly, direct attacks on Kasen interests and plots against it have begun to increase.

Which resulted in the formation of the Azure Drakes. Initially a gathering of established adventurers and heroes with a proven reputation of loyalty to Kasengard, the organization was invested with substantial legal and military power. In particular, they have the authority to speak on the kingdom's behalf, gather intelligence on the kingdom's allies or even its own interests, and directly combat any credible threats to the kingdom, its people, or its allies, within or without. They are also enforcers of magical law in Kasengard, and deal with mages who use their magic unethically. The Drakes do so by enlisted and training skilled champions, people armed with not only the authority of the still-powerful kingdom, but also, with sufficient magical or martial prowess to personally neutralize powerful threats.

The Azure Drakes are not strictly a military organization, using adventurer rather than army tactics. Novice members (generally first to fifth level) are considered trainees, and rarely go out on major missions; there are generally several hundred to a thousand trainees at any one time, though only a small number complete their training to the organization's standards. There are currently about a hundred Junior Officers (generally 6th-11th level), which usually operate in groups of 3-6 and handle most missions. Junior Officers are typically called upon as available and necessary, working together for a few missions, although there are several groups who have proven to work well enough together that they do so on a permanent, or at least regular, basis. There's also about a dozen Senior Officers (level 12+), who go out for major missions or might handle standard missions solo. They also assist in leadership and management, although the bulk of that is done by non-combat personnel.

The PCs begin as fairly experienced Junior Officers, and the campaign will begin with them receiving a mission briefing. Which party members, if any, know each other or have worked together previously is for the players to decide.

Responsibilities of the Azure Drakes:

The Azure Drakes have several responsibilities. First, they are enforcers of Kasengard Magical Law. They receive automatic jurisdiction on any crimes committed through magical means. Since the Azure Drakes do have somewhat more freedom than mundane law enforcement in Kasengard, and are generally substantially more powerful, this makes magical crime in general a Bad Idea. In addition to mundane crimes by magical means, there are some laws regulating certain types of spells, and Azure Drakes investigate such crimes as well. One particularly important one is calling and compelling service of angels, devils, or genies. This isn't so much a legal matter as against the terms of Kasengard alliances. Since this can have major political implications, this can be a very serious crime. High Treason serious.

Azure Drakes do not generally have jurisdiction regarding mundane crimes, although they have full authority to try and stop crimes in progress if they encounter them. However, some of their usual options in these cases are curtailed to the level of mundane law enforcement (see Benefits of the Azure Drakes). Kasengard law enforcement may also request the assistance of the Azure Drakes for dealing with criminals of significant personal power, though again, they are generally restricted to the limitations of normal law enforcement in these cases.

Azure Drakes may also be called upon by the military to assist in operations, particularly those involving powerful creatures. They might work directly with a military unit, or simply under the directions of military command personnel. While the military is officially in a leadership role in these situations, Azure Drakes are known to be quite experienced, especially with regards to monsters and magical foes, so they are usually afforded significant respect and their input is well-heeded.

Azure Drakes may be called upon to negotiate with, threaten, or even directly attack threats to Kasengard, or to protect official diplomats. Usually, these missions are against beings without an alliance to Kasengard, but they don't have to be.

Finally, the Azure Drakes serve as a blanket Internal Affairs sort of organization, and police all levels of Kasen military and government agencies - as an organization, they can even investigate royalty. The organization itself is explicitly sworn to protect and serve Kasengard itself, not any specific governing entity. The Azure Drakes do also police themselves.

These responsibilities are for the organization as a whole. Any individual member or group may or may not be involved in any particular task, generally as suits their capabilities.

Benefits of the Azure Drakes:

During an official Azure Drake mission (generally meaning, investigating a magical or internal crime, or dealing with a powerful being on behalf of Kasengard), Azure Drakes are generally free to use lethal force and whatever magic they have access to in pursuit of the goal. All Azure Drakes are beyond reproach by mundane law enforcement (although this is also something of a disadvantage; if they are really stepping out of bounds, they can still be reported to the other Azure Drakes). They can even ignore Kasengard treaties if they deem it necessary, although discretion is preferred when exercising this option, and such choices may be subject to investigation. When operating outside of such missions, Azure Drakes are expected to only use lethal force in response to the same, and are generally prohibited from violating civilian rights with magic (such as mind control or divinations). Again, these restrictions are only imposed for mundane civilian crimes; magical crimes and threats by powerful non-citizens can be investigated and punished with the full force of any magic or powers the party has available.

Azure Drakes are entitled to request assistance from law enforcement and military personnel, as well as guilds and allies of Kasengard. Minor aid is expected to be given freely (not to say it always is, but officially, it should be). More substantial assistance, especially from powerful beings, may take time and negotiation. It should be remembered that the point of the Azure Drakes is to allow Kasengard to exercise significant martial and magical force where needed; if a team feels itself outmatched by a mission, the proper course of action is generally to request it be assigned to a stronger party, not to try and whelm a massive force of outside aid. Still, if the situation is dire, that option is open.

Azure Drakes have the ability to negotiate and threaten on behalf of Kasengard, as is reasonable. In most cases, they simply need to report to their superiors what offers or ultimatums were made and accepted, and it will be taken care of. Naturally, there are limits to this; unreasonable requests will be rejected, so Drakes should use their best judgement in negotiations.

Azure Drakes are not underpaid law enforcement; they receive enough income to live quite comfortably, and regular dispensations of new and improved gear. The organization has crafters in its employ, so if an item can be created within their power, it can usually be requested, although it may take time. ((This is basically a fluff explanation you can use for acquiring new gear with your WBL, it doesn't generally result in excess gear)). Azure Drakes can generally request most forms of mundane gear and even some low-end magic items as needed for a particular mission (figure about 100 gold per character level, with no item valued higher than 10 gold per level, unexpended items returned at the end of the mission).

The Azure Drakes are a quite magically-capable organization. If specific spells are necessary, those of less than third level can usually be made available quite easily (finding a trainee who knows the spell). Spells of up to sixth level are usually available as well, but may take some time to find or get in touch with a capable Junior Officer who isn't busy with its own missions, and may require return favors. Spells of seventh level or higher, while often available to the organization as a whole, generally aren't going to be made available to Junior Officers unless the reasoning is compelling.

Finally, direct attacks on Azure Drakes tends to prompt an aggressive response, of course, but in particular, any attempt to attack, kidnap, or otherwise use friends or family members of the Azure Drakes against them or their organization will result in all out WAR descending on the head of whatever would-be supervillain is both cliched and crazy enough to try it.

The Azure Drake Badge:

All Azure Drake Officers are given a badge, in the shape of a golden disk with a blue dragon emblazoned on it. When displayed, it functions as a Masterwork tool, granting a +2 circumstance bonus to Diplomacy and Intimidate checks made regarding citizens or allies of Kasengard. More importantly, these items are enchanted. A character wearing or carrying the badge can communicate telepathically with other such characters within 400', and senses the name and status (per the Status spell) of such characters, as well as what spells or effects are active upon them. The badges are generally used to coordinate and communicate in the field, but they also make infiltrating the Drakes very difficult (since all other nearby Drakes will know if you are who you say you are, and if you are under the effects of mind-controlling or similar magic). Likewise, anyone displaying a badge of similar appearance, who doesn't show up to other Drakes in the area, will be easily detected as attempting to impersonate an Azure Drake, which they don't like very much. Azure Drake Badges do not count against WBL.


House Rules


I'm perfectly happy to gloss over mundane gear (I think a nice rule of thumb is to assume everyone has a Pathfinder's Kit and Deluxe Dungeoneering Kit) and encumbrance rules. I mean, within logical limits.

If you want to play a minion-master sort of character (summoning, calling, dominating, leadership, animate, etc), let me know. I have some rules that I'd prefer to use. The short version is basically, you can have as many minions as you can get, but a max EL of your level - 2 can be actively with you and helping you at the start of an encounter. Conjuration (Calling) in particular is somewhat more involved.

XP is...probably going to be mission-based. This may be just, level up every few missions, or I might give mission XP that fluctuates based on accomplished goals and such. Note sure yet and open to hearing preferences.

Wealth acquired in-game is just mundane wealth, it may be usable in play (bribes, special purchases, etc), but is not tied to character power. Basically, assume there is no magic item trade. Characters will receive normal WBL at each level, which they may use to purchase/upgrade their magic items (fluff as you choose, crafting, acquired from organization, item powers awakened over time, whatever). The characters may, in the course of play, receive specific items or other rewards. While you're free to get rid of or otherwise not use them, they are separate from WBL, neither counted against it nor able to be exchanged for more of it. WBL level can be used to improve such items (if you get a sword +2, you can improve it to sword +3 for 10,000 gold, for example).

Additionally, there is no surcharge for slotless items or multiple effects on the same slot. Indeed, you may feel free to spend your WBL on the effects of magic items as innate abilities of your character. In the case of weapon bonuses, these apply to any weapons you wield or natural attacks you make. Plus side, these can't be stolen, disjoined, disrupted by antimagic fields (except the ones that actually create spell effects, of course), or otherwise taken. Downside, they can't be lent to allies, and can't be crafted, so you can't spend feats to get a discount on them. All underlying rules for the item still apply; don't purchase an innate ability that functions as a wand unless you can use the wand.

Leftover WBL may be used to pay for spell components, crafting items in play, acquiring items between missions, etc. The Azure Drakes do have people who can perform resurrections, but component costs will come out of current available WBL, so it might be a good idea to make sure the party keeps a few thousand spare, just in case. Just to make sure there's at least some sort of limit on resurrections. Once items have been purchased with WBL, they can't be converted back (until next level, see below).

I'm generally fine with custom items using the normal guidelines, though they may be subject to some review. Constant or on-command effects that boost stats on a duration, however, will generally be a no-go; pay the real cost for the stats. Crazy things like Constant True Strike or Wraithstrike on Command are right out. I have absolutely no problem with unlimited out of combat healing.

If you have multiple classes that use different mental ability scores to drive their abilities, you may choose one to use for all classes. Physical scores have some extra combat value in themselves, and are less common when driving abilities, and Strength is too easy to boost anyway, so they don't get this advantage. However, if you are allowed to substitute a different ability score for your attack rolls (including the natural substituion of Dex to ranged attack rolls), you may also substitute it for your weapon damage rolls.

Finally, whenever you gain a level, it's treated behind-the-scenes as if you were entirely redoing your character sheet. You don't actually need to do so, but you may reselect abilities, change feats and skills, revise your equipment with the full WBL for your new level (including replacing any lost or destroyed equipment), etc. This also means that any perishable magical items are fully restocked upon gaining a level. You could even change your class and the like. However, if you do wish to make major changes that affect your character's theme, please work them into the story somehow (feel free to bring them up with me beforehand if you want some external reason to come about). This is only for major thematic changes such as loss of signature abilities or things like...a warrior becoming a mage, or whatever. Changes that can be explained away by standard advancement or using the same basic fluff can just replace the old stats.

Quellian-dyrae
2012-12-18, 11:55 PM
And going to reserve a post just in case we need some space for additional resources and the first post overflows.

Gildedragon
2012-12-19, 01:49 AM
Allright, Ertelm will take a clever Deep Sky Blue for his dialogue.
As for intertwining backstories, with the few levels in monk, maybe he has trained with omega for some time?

Question: I got a wayfinder with a iounstone slotted in. How should I determine its granted power? The d% table or the fixed power table?

Edit: sorry lapsus-ed here

Quellian-dyrae
2012-12-19, 02:19 AM
Fixed power.

Gildedragon
2012-12-19, 02:32 AM
Cool, okay. Lets see if I get anything, low's good.
Pyramid (25%) [roll0]
Spindle (25%) [roll1]
Dull Grey (75%) [roll2]
Nothing then. Allright

InsiderTrading
2012-12-19, 03:32 AM
You know, Guigarci, if you yourself can't remember the name of your own PC, maybe that's an indication that you should have chosen a simpler name? :smallwink:

Also, If we're doing this, my dialogue is going to be in "Dark Red"

meemaas
2012-12-19, 10:47 AM
I like regular Blue for Omega's speech.

Jormengand
2012-12-19, 02:00 PM
I like regular Blue for Omega's speech.

Do we need to have colours for our character's speech? I only ask because I plan to give Pedro a mental illness which will (at a later ponit IC) be called Ignacio's syndrome, and is basically a form of multi-personality disorder... and needs 6 colours and standard text. Here:

Pedro suffers - if it can be called that - from a mental illness known as Ignacio's syndrome. It involves multiple personalities, who usually only make suggestions to his main form, but also sometimes take command. The different personalities also change his eye colour if they take over.
The voice of Pedro/neutral turns his eyes to a dull grey colour. It has no real gender identity per se - it does not conform to stereotypes, nor does it make moves to avoid them. It represents personal motivations, but it is not neccesarily selfish. It is Pedro's inherent sense of egocentricism, of morality, of conduct, of erratics, of thought and of feeling. It is the everything and the nothing. In this form, Pedro acts with almost unerring balance, though he stops before doing anything stupid to further the cause of balance. He will of course take a good action over an evil one in cases that allow it, and will generally follow all but the most arbitrary laws unless he has good reason to break them as well as taking sensible decisions over emotional ones in all but the most intimate of situations. Balance does not mean idiocy (http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidNeutral), nor a desire to destroy all. (http://tvtropes.org/pmwiki/pmwiki.php/Main/OmnicidalNeutral) It is the state in which most people are.

The voice of Pedro is associated with the quasi-elemental qualities of physical, pure magical, aether, the universe or untyped.

The voice of Good turns Pedro's eyes a slightly different colour from the rest of the eyeball. While they appear to glow, they do not actually provide light. The voice has a strong feminine gender identity, though she does not change Pedro's sex. This form has an intrinsic desire to aid others who deserve it, although she will not put most before her in times of desperation. She is Pedro's morality and good will amplified. She will not be good to the exemption of all else, (http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidGood) nor will she spare villains becuase killing is "bad," (http://tvtropes.org/pmwiki/pmwiki.php/Main/IfYouKillHimYouWillBeJustLikeHim) or worse refuse to fight at all, (http://tvtropes.org/pmwiki/pmwiki.php/Main/ActualPacifist) but she also will not destroy everything which she perceives to be evil. (http://tvtropes.org/pmwiki/pmwiki.php/Main/KnightTemplar) She is a good-hearted variant of Pedro, and retains the general level of sanity, but in a slightly more benevolent manner. The voice of good is associated with the semi-elemental qualities of light and positive energy.

The voice of Evil turns Pedro's eyes a dark green, which seems to darken the area around it, though it does no such thing. The voice has a strong masculine gender identity. The voice of evil is a selfish side, but he's not an actual villain. (http://tvtropes.org/pmwiki/pmwiki.php/Main/BigBad) He doesn't want anything silly like world domination, (http://tvtropes.org/pmwiki/pmwiki.php/Main/TakeOverTheWorld) although it's a nice add-on if he just so happens to get it. Destroying the world (http://tvtropes.org/pmwiki/pmwiki.php/Main/EarthShatteringKaboom) is honestly pointless, and does not fall into his scope. Evil for (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilFeelsGood) evil's sake (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilIsCool) is not what this voice is about; it is a selfish, egocentric desire and nothing more. It aspires to be content, rather than reading off the stereotypical evil villain aims list.

The voice of evil is accociated with the semi-elemental qualities of darkness and negative energy.

The voice of Law changes Pedro's eyes blue. He has a minor masculine gender. He is a defender of the law, though not to the point of idiocy (http://tvtropes.org/pmwiki/pmwiki.php/Main/LawfulStupid) such as harshly punishing (http://tvtropes.org/pmwiki/pmwiki.php/Main/DisproportionateRetribution) the least of offenders. (http://tvtropes.org/pmwiki/pmwiki.php/Main/AllCrimesAreEqual) He will not take the law into his own hands, (http://tvtropes.org/pmwiki/pmwiki.php/Main/VigilanteMan) that's what the police are for. He believes that "good" and "evil" are, to a point, useless qualifiers, although he doesn't completely ignore them.

The voice of law is associated with the earth element.

The voice of Chaos turns Pedro's eyes a bright, off-putting yellow. The voice has a minor female gender identity. She is not insane, (http://tvtropes.org/pmwiki/pmwiki.php/Main/ChaoticStupid) and at the very least stays firmly within the RP. (http://tvtropes.org/pmwiki/pmwiki.php/Main/BreakingTheFourthWall) She doesn't betray everyone (http://tvtropes.org/pmwiki/pmwiki.php/Main/ChronicBackstabbingDisorder) either. She doesn't hold the law in the highest regard, but will still follow it rather than gratuitously breaking it. She has no qualms about breaking the law if it is convenient, but won't murder someone for a few coins. Overall, she holds minor contempt for the law, but follows it nonetheless.

She is associated with the air element.

The voice of reason turns Pedro's eyes cyan. It has a neuter gender identity. It prefers solid thought and definite proof, resorting to Okkam's Razor when all else fails. It shuns emotion, but is not enough of a **** to completely ignore moralistic concepts at any but the worst of moments. It cares about the opinions of others inasmuch as that it is benefited, but also on a vaguely personal level.

It is associated with the water element.

The voice of Emotion turns Pedro's eyes red. This voice has a gender identity of both genders. Xe has heightened emotions, and eschews rational thought in the lieu of instinct and what xe feels like doing. Hir only aims are to feel good - unnervingly similarly to the voice of evil. Xe does still have a strong sense of morality, and guilt pulls strongly at hir.

Xe is associated with the fire element.

I just don't get why quotation marks aren't good enough, especially since I need the colours if I want to do this.

meemaas
2012-12-19, 02:03 PM
Mostly, some of us just like colors for our posts. Thats why i use colors at least.

Jormengand
2012-12-19, 02:10 PM
Mostly, some of us just like colors for our posts. Thats why i use colors at least.

That'll get confusing. I guess we should just let you do what you want, though. Although, annoying the other players is fun, don't you think? And hells, it's not ilegal, but we should probably be nicer to them. Also, I'm not going to comandeer all the colours...

(VoG will be silver and VoC will be orange, to make it easier.)

Anyway, yeah. I'm going to do this, but by all means keep your colours. Also, I'm probably adding this to Pedro's fluff.

Quellian-dyrae
2012-12-19, 02:17 PM
Up to you guys, really. If you want to go with multiple colors, one thing you could do is add some other style to differentiate. A font or bold or something.

Jormengand
2012-12-19, 02:19 PM
Up to you guys, really. If you want to go with multiple colors, one thing you could do is add some other style to differentiate. A font or bold or something.

Trouble is, the fonts aren't really too memorable, and there are only so many bold-esque things.

Another thing, Ignacio's syndrome and alignment? I'm not going to be using it as a handy dodge for holy smites, but logically it would change. Probably easiest to keep it mechanically TN, but RP'ly change between them.

Jormengand
2012-12-19, 02:40 PM
Also, fluff has been added. Have fun.

Quellian-dyrae
2012-12-19, 02:46 PM
Sorry, I meant, use the colors, but use bold or a different font to distinguish between you and any other player with the same colors. Or, just don't use colors, which also works.

Yeah, alignment is considered neutral for effects, regardless of current dominant personality trait.

Jormengand
2012-12-19, 03:07 PM
Sorry, I meant, use the colors, but use bold or a different font to distinguish between you and any other player with the same colors. Or, just don't use colors, which also works.

Yeah, alignment is considered neutral for effects, regardless of current dominant personality trait.

That makes sense.

Gildedragon
2012-12-19, 05:24 PM
Kn Nature: [roll0] (17+Cun.Kn.)
Kn Local (for any folklore about the mine, if applicable) [roll1]
Kn Arcana (ancient bound evils, if applicable) [roll2]

Quellian-dyrae
2012-12-19, 06:21 PM
Ertelm:


Well, first off, you know pretty much everything there is to know about Stone Giants. As far as immediately relevant information, though, there are several clans and tribes of giants in the mountains around Kasengard. They generally keep to themselves, although some have proven difficult, especially since the civil war. The thing is, even among giants of a single type, there are various tribes, and clans within those tribes, so while Kasengard has several formal alliances and even more treaties, it's difficult to really keep track of who all a given leader spoke for.

Given the fighting power of giants, of course, Kasengard tends to tread somewhat lightly when dealing with them. Again, especially since the war, since it's not easy to tell when they're dealing with rogue or independent giants, giants in a clan or tribe that haven't formally created treaties, or giants that do have a treaty or even an alliance and are actively violating it, or giants that formerly had alliances or treaties but broke them during the war and haven't reformed them, when there is conflict. And the thing is, giant leadership isn't dumb; they know they make it difficult, and the various groups have their own politics, alliances, rivalries, and feuds, so even the closely allied ones have taken some advantage of the situation over the years. Basically, the whole thing is a mess.

Your Knowledge (Nature) check is high enough that, given the chance to examine the giants (a few hours of watching, or a few minutes of active interaction), you will be able to identify which tribe and even clan they come from, and your Knowledge (Local) check is high enough that you'll be able to inform the party of the current status of any alliances or treaties they have with Kasengard.

The mine was opened two months ago. It's a silver mine, and some good veins of ore have been found. You've heard that there's some mithral amidst the silver, but don't know off the top of your head quite how much. There's no Kasen folklore regarding the mine, though you are aware of the giant legend. Even so, it's pretty much as described - great danger, sleeping within, etc. Most of the details were lost over centuries of oral tradition.

Based on currently available knowledge, there's no relevant information from an arcane standpoint.

Gildedragon
2012-12-20, 03:52 AM
Ertelm would be game for thinktanking, though it would be an on-off relationship with that sort of side of the drakes.

Quellian-dyrae
2012-12-20, 04:33 AM
Gotcha.::Makes mental note::

Also, since negotiation sounds like it's going to be a preferable tactic, and the default rules for such even in Pathfinder are...not great, I'm thinking the best option is probably going to be to use the Giant's Persuasion rules.

Since I'm something of a tinkerer, I also came up with some expanded options that extend those rules to other social skills and add a few additional "actions" to social challenges. If no one has any complaints, we can use them as well:


All three social skills (Bluff, Diplomacy, and Intimidate) can be used as per the Giant's Persuasion rules, depending on the method of persuasion used. They may also be called by the DM as individual checks to quickly resolve minor social actions (such as slipping a lie past someone, making a good impression, or making an effective threat). Combat and miscellaneous uses still function normally. However, the basic social uses of these skills to influence attitudes and request favors are removed.

The base DC for all social skills is as described under the Giant's Persuasion Rules: DC 15 + highest level in the group + highest Wisdom modifier in the group. One member of a group may, if desired, roll a Sense Motive check; if this roll is higher than the base DC, the DC becomes equal to the Sense Motive check result. Only actual Persuasion attempts have the DC modified for relationship or offer favorability, and this modifier applies whether to the base DC or to a Sense Motive check result.

Additionally, each skill has a special option, which can modify a later Persuasion attempt.

In cases where two groups are attempting to persuade a third party on some opposed course of action, these options can also be used to cause the inverse effect for the other group.

In general, social challenges are group-based; the success and failure of any given character's actions applies to the whole group. Sheer weight of numbers is not inherently advantageous in a social setting; any given social check can only receive the benefit of an Aid Another action once. Of course, the more social skills that a given group has available, the more tools they have to influence those they interact with.

Bluff - Entice: You can attempt to convince the target that the offer is more beneficial or less risky than it actually is. A success improves the favorability of the deal by one step. If you fail by at least five points, the target loses faith in the deal, reducing the favorability by one step. If your group attempts to Entice the target multiple times in the same Persuasion attempt, the results (of both successes and failures) stack. However, the DC of each successive Entice attempt by your party increases by 10, regardless of the success or failure of previous tries.

Diplomacy - Appease: You can smooth things over with the target, negating the result of previous failures (either on the Persuasion check itself, or on supplemental options). The DC of any Appease attempt is increased by half the total number of points your group has failed social checks by during this Persuasion attempt. On a success, the negative results of a single previous social check are negated (this can even keep a Persuasion attempt going after failing by five or more points). A success does not remove the DC increase the original check applied to Appease attempts. If you fail by at least five points, any negative results of the attempted check are doubled (and of course, such a failure does count towards the DC of future Appease attempts).

Intimidate - Coerce: You can strongarm the target into going along with you, even if it doesn't like it. On a successful check, you halve the penalty of either an unfavorable deal or a negative relationship. If you fail the check by at least five points, you anger the target, reducing its relationship modifier by one step. If your group attempts to Coerce the target multiple times in the same Persuasion attempt, the results (of both successes and failures) stack. However, the DC of each successive Coerce attempt by your party increases by 10, regardless of the success or failure of previous tries.

Sense Motive - Consider: You can analyze the target's reaction to your offer before you attempt to "close" it. On a successful check, you discern how favorable the target considers the deal, allowing you the chance to alter it. If you succeed by at least five points, you also learn what the total current DC of the Persuasion attempt stands it. If you fail the check by at least five points, you cannot get a sense of what the target wants and lose the ability to Consider for the rest of the attempt (though other members of your group still can).

InsiderTrading
2012-12-20, 05:23 AM
Well, I have no objections to using those rules. I've always wanted to play with the Giant's diplomacy rules, and this seems a good situation to try it out.

Jormengand
2012-12-20, 10:52 AM
Well, I have no objections to using those rules. I've always wanted to play with the Giant's diplomacy rules, and this seems a good situation to try it out.

Same right here.

meemaas
2012-12-20, 12:32 PM
Always fun to try a more balanced Diplomacy

InsiderTrading
2012-12-20, 01:59 PM
You know, I actually have a +7 to Knowledge Nature. Do I need to make a Knowledge nature roll, to see if Mica knows anything about stone giants beyond "They are large and made of stone, or is it automatically assumed that Ertelm will share his knowledge amongst the party?

Knowledge(nature) check:[roll0]

Quellian-dyrae
2012-12-20, 02:03 PM
You know that they are large and made of flesh which merely strongly resembles stone!

Quellian-dyrae
2012-12-21, 02:50 PM
Okay, you guys know the location of the mines. Unless there's more you want to discuss with each other/NPCs, I figure go ahead and post whatever preparations/business/travel methods/whatever, once everyone's done so my next post will be any necessary responses/results and a description of the area around the mines.

InsiderTrading
2012-12-21, 09:37 PM
About the previous missions between Captain Dana and Mica, do you have anything specific in mind I need to be aware of? I kinda want to fill in the gaps abit, but I'm worried ruining some future plot thread that you have in mind for the character.

Quellian-dyrae
2012-12-21, 11:18 PM
Nothing specific, go ahead.

InsiderTrading
2012-12-22, 01:46 PM
So, are we going to do the planning in Character or OOC? Because I kinda get the feeling that, if it is done in character, it's going to take awhile.

Quellian-dyrae
2012-12-22, 03:02 PM
That's up to you guys. Your badges give you telepathy, so I see no problem with everyone getting a plan together OOC and then just playing it out. That said, far as I'm concerned, RP is RP, so as long as everyone can have fun with the planning, I'm not really worried about how long it takes.

Jormengand
2012-12-22, 06:04 PM
It should be note right from the start that anyone who hands Arc a belt of gender-bending and then tries taking knowledge (Arcana) checks will be shot.

InsiderTrading
2012-12-23, 06:01 PM
So, I think we can wrap up the little conversation right there. If no one else has anything else to do, lets just skip to tomorrow, because I'm fairly certain that everyone is kinda looking forward to starting the negotiations. Plus, I'm kinda running out of things to say.

Quellian-dyrae
2012-12-23, 06:26 PM
Sounds good, I'll hold off a bit just to give everyone the chance to post if there's anything else, but otherwise, shall we just skip to the mine or do you guys want to do anything in town/during travel?

InsiderTrading
2012-12-23, 06:34 PM
Isn't the mine a couple of days off? Shouldn't there be a random encounter or something along the road? :smalltongue:

Quellian-dyrae
2012-12-23, 06:48 PM
Azure Drakes don't get random encounters. Random speedbumps, maybe...:smallbiggrin:

Quellian-dyrae
2012-12-23, 11:52 PM
Okay, if there is anything the characters still want to do in town, feel free to post it still, but that aside, let's move.

I set up a spreadsheet-based map of the mines area (https://docs.google.com/spreadsheet/ccc?key=0Al0bkPOrZQvZdEMxRWxzQVRoS1FxT3ltb25NZWJVb lE), just in case negotiations go south, and because hey, visuals are nice. The characters will be able to see it reasonably enough as they approach.

I set up what I felt was a logical marching order, but that's more a placeholder than anything, and can be changed based on how exactly you choose to approach, if you don't want to take the "whole party waltzes right up in plain view" route. Likewise, if you need more terrain mapped, let me know, but it's pretty much more of the same. You all...should be able to edit the map, I believe, so when your characters move or if you want to change starting positions, feel free to update it accordingly.

The long white is road. The light gray that extends from the road into the mines are tracks. The dark gray are various workspaces, mining carts, and similar equipment (can provide cover, obstruct movement). Dark green is trees, larger faded green areas are brush; a character in brush can crouch to gain concealment, or go prone to gain total concealment but grant concealment to enemies, and movement through brush is at 1/2 speed. Brown squares are large boulders (crouching behind them provides cover, and they obstruct movement, DC 15 Acrobatics [Jump] or Climb check to pass following normal rules for those skills). The large white areas near the mine are pavilion tents.

This is hilly terrain, uphill leading towards the mountains. Every four squares of movement uphill costs one additional square, every four squares downhill gives an extra square of movement. Flight exempt. This does not count as difficult terrain for purposes of charging and the like, it's a fairly shallow grade.

Gildedragon
2012-12-24, 01:46 AM
Erdan would be closer to the front when approaching the giants.

InsiderTrading
2012-12-24, 02:27 AM
Alright, first of, when fused(which she should be in this case), Mica is technically a large creature, though she still appears medium for fluff purposes. I'm not sure if you are giving her five feet space by design or by negligence, but just a heads up, in case it really did slip your mind.

Secondly, I was waiting for the planning phase to bring this up, but since we apparently skipped it, I'll just put it up here. I'm planning on casting enlarge person on Mica before we meet up with the giants, then I'll use both her in-game large size and her +18 to intimidate to increase the risk-reward judgment of any deal we make by one step, since the other side of the deal becomes "we beat the living crap out of you" instead of "nothing". You know, gunboat diplomacy. Also, as an added bonus, if the deal does go south, being huge will provide us with a substantial combat advantage right of the bat. What do you guys think of this plan?

Quellian-dyrae
2012-12-24, 03:35 AM
Yep, that's an error on my part (won't be the last :smallbiggrin:). And by all means, if you guys want to spend some time discussing plans and tactics IC (before the characters leave or on the way or whatever), feel free do so.

Really, just as a general rule of thumb, if I'm moving onto a new "scene" and there's still other stuff you want to get done, don't feel obligated to skip ahead. Worst case, you happen to see the introductory post of what's coming up before you've finalized preparations, which I don't really feel is that big a deal. Pacing in PbP will, apparently, carry some interesting challenges. :smallamused:

Anyway, I adjusted Mica's size and fiddled with positions, but again, if you want to adjust them, go ahead, you all should have edit privileges on the map.

InsiderTrading
2012-12-24, 05:00 AM
I really should have noticed this earlier, but the diviner isn't with us. Wasn't part of the mission supposed to involve getting him past the Stone giants to do some divining? Or is he assumed to be part of the party and simply offscreen for the map.

Quellian-dyrae
2012-12-24, 05:37 AM
He was aiming to do some divining on site before reopening the mines, yes, but is perfectly happy to wait safe in town until the danger has been taken care of (especially considering how it went for him last time).

Jormengand
2012-12-25, 09:12 AM
Sorry, this is me losing the will to live and not posting at all. Really sorry, if this picks back up I'll post stuff. Don't die...

meemaas
2012-12-25, 09:39 AM
This is Christmas. Not expecting much of anything till tomorrow.

InsiderTrading
2012-12-25, 11:02 AM
Yeah, it's Christmas. It's kinda expected that activity will die off in the three days around Christmas. Though, if activity continues at such low levels for the next week or something, I will not be happy.

meemaas
2012-12-25, 11:04 AM
I've been having crappy days at work, that was part of why i put myself out of the picture until the scene change. That said, i'll catch up with a post by tomorrow, i've got to go to work soon and will only have mobile to check the forums with, which sucks trying to post on.

Quellian-dyrae
2012-12-25, 01:55 PM
Yeah, I won't be posting today (only reason I'm posting this is 'cause, for like the first year ever, family's not assembling early). Should be ready to go again tomorrow if you guys are. Merry Christmas all!

InsiderTrading
2012-12-26, 02:38 PM
Okay, about the plan, here is one I came up with. Tell me what you guys think.

It involves Omega sneaking around the edge of the camp to take up a flanking position. Once this is done, Pedro, Ertelm, and Mica walk into the camp and proceeds to initiate diplomatic relations, with Ertelm as the main speaker and Pedro and Mica providing intimidate and bluff bonuses to the negotiations.
This serves 2 purposes: Mica, Pedro and Ertelm provide enough threat such that they don't seem like easy targets, but not so much threat that they seem like a military task force, and 2: in the event that combat does occur, the stone giants will be occupied with the targets in front of them that Omega can flank them from surprise and deal significant non-lethal damage to at least one of them.
Ideally, there really should be two people doing the flanking, but since only Ertelm and Omega have significant ranks in stealth, and Ertelm is the main negotiator, this isn't really practical.

meemaas
2012-12-26, 03:35 PM
I'm in for it. Sounds feasible.

Gildedragon
2012-12-26, 04:01 PM
Ditto. I like the idea.

Jormengand
2012-12-27, 10:10 AM
and Ertelm is the main negotiator

Look at all my conversation skills. Now look at all his conversation skills.

Yeah, thought not.

InsiderTrading
2012-12-27, 10:45 AM
Look at all my conversation skills. Now look at all his conversation skills.

Yeah, thought not.

Pedro has a +15 in diplomacy, +15 in intimidate and bugger all in sense motive and bluff. Ertelm has +15 in dip, +13 in bluff, +10 in sense motive, and is the only one who can identify deeper details about the stone giants upon interaction. So yes, he needs to be the one to talk to them. Unless I'm missing something.

Jormengand
2012-12-27, 10:49 AM
Fine, fine. Dumb fighter with a hammer, reporting in.

Gildedragon
2012-12-27, 03:22 PM
Ertelm isn't using his inspiration on diplomacy yet, the eventual talk with a head honcho (should it fail or should this giant not be the leader) will need it more; unless I can tell this guy is the leader. In which case +6 to diplomacy.
Edit: it does say leader, cunning knowledges it

Gildedragon
2012-12-27, 04:06 PM
Kn History: [roll0]
Buggerit

Gildedragon
2012-12-28, 09:40 PM
Dip roll: [roll0]
Come on let's give me something nice!
Sm roll: [roll1]

Edit: Sweet potatoes that's a nice roll

InsiderTrading
2013-01-02, 04:58 AM
Due to recent events, my internet access is going to be spotty for the next two days. If I'm holding up the party, feel free to proceed without me.
Mica's position in the marching order should be as close to the front of the party as possible, those in this case, the stone giant takes point.

I don't intend to be gone that long, but if combat ensures while I'm gone, Mica should try to charge the strongest enemy within reach, making use of shock trooper, power attack, and pounce to deal a full attack. She would then use her combat reflexes and increased reach to lock down enemies in her vicinity. Generally speaking, if she can charge without unduly overextending herself, she should take the chance.

Quellian-dyrae
2013-01-02, 05:48 AM
So noted, thanks for the heads up!

You guys need any additional description of the mines or whatnot?

Gildedragon
2013-01-04, 05:46 PM
I think the terse description has been enough.

Quellian-dyrae
2013-01-04, 09:53 PM
Gotcha. Anyone waiting on anything else?

meemaas
2013-01-04, 09:58 PM
Zilch. Just been waiting for the game to move forward.

Quellian-dyrae
2013-01-04, 10:02 PM
Cool. As noted, this section of the mines doesn't have anything of note on first look, so I've got nothing really to post until you guys explore/search/cast/ask questions/whatever. I think it's fair to assume everyone headed in at this stage.

Quellian-dyrae
2013-01-06, 10:58 PM
Okay, when in doubt, post something anyway. Also added a Perception check so you guys have at least an inkling of a direction.

Gildedragon
2013-01-10, 11:19 PM
Kn. Geography:
Using Cunning Knowledge on it
[roll0]

Quellian-dyrae
2013-01-13, 12:46 AM
Can I get a Perception check as well?

Gildedragon
2013-01-13, 01:28 AM
Perception check coming
[roll0]

meemaas
2013-01-16, 07:42 PM
Intended and forgot a Perception check

[roll0]

meemaas
2013-01-21, 03:32 PM
Paging party members. I repeat. Paging party members. Omega can't do much more with his lack of knowledge/social skills.

Quellian-dyrae
2013-01-23, 03:56 PM
I believe with Ertelm's explorations the current mine has been fully cleared - in case it was unclear, the miners didn't discover anything, the giants came down originally to prevent them from pulling a "dug too deep" situation.

Also, InsiderTrading and Jourmengand, are you guys still around? Been a while since we've heard from you either IC or OOC.

Gildedragon
2013-01-23, 04:02 PM
So what are the giants doing?

Maybe PM them?

Quellian-dyrae
2013-01-23, 04:05 PM
The giants are keeping the miners - and anyone else they think could accidentally or intentionally release some vaguely-defined but apparently incredibly deadly evil which may or may not but they are quite convinced does exist - out.

meemaas
2013-01-29, 08:41 PM
I think we need a role call to see who is still around. Any votes?

Quellian-dyrae
2013-01-29, 08:53 PM
Yeah, that'd probably be good.

Gildedragon
2013-01-29, 09:46 PM
Heya. Ertelm still here

Jormengand
2013-01-30, 11:16 AM
Pedro kinda still here, so long as the plan stops involving him standing around and whacking the first thing that we enter combat with. Or we enter combat.

InsiderTrading
2013-01-30, 07:47 PM
I'm still around, just limited to posting with an Iphone.

PS: I appear to be unable to use the forum dice roller. If anyone has any clues on what I am doing wrong, do tell. Alternatively, if you really need the roll for gameplay reasons, go ahead and roll for me.

Gildedragon
2013-01-30, 08:20 PM
I think i know what your problem is; you're adding in rolls as edits. The boards don't allow that.
You gotta add rolls on post on the first go.

InsiderTrading
2013-02-01, 10:20 AM
Yeah, got it working now. Thanks. Also, I should be able to post more often in the future, since I finally got the cash to spring for a new desktop.

PS, maybe we should get some more people into this game? It might help to speed up game activity.

Gildedragon
2013-02-01, 12:25 PM
Do we know what was being mined from here?

Quellian-dyrae
2013-02-01, 02:00 PM
Silver. Which you've discovered also has traces of mithral.

EDIT: And more recruits could be a good idea. What do you think all, want some more teammates?

Gildedragon
2013-02-01, 02:18 PM
That'd be good. We are (ought to) report these findings

Quellian-dyrae
2013-02-03, 02:22 PM
Alright, going to post an expanded recruitment thread today. Also, from experience with another PbP I'm DMing, unless anyone is opposed to it, I'm going to change the house rule on initiative:

Enemies roll a single initiative check using the average of init scores. In the case of groups of disparate enemies, average the scores themselves, not scores by volume (one strong guy at +6 with eight minions at +2 roll at +4, for example).

DM rolls init individually for PCs (just so we don't have to wait through a full round of posts just to start the combat). Any PC who beats the enemies get a turn, posting as you can.

After that, we alternate all enemies followed by all PCs, so basically, the ones who win init just get an extra turn. Again, PCs post as you can, no need to wait for your turn relative to one another.

If it's important, PC actions will be resolved in the most favorable order relative to each other; if someone charges and someone else casts a fireball in the same round, the fireball is assumed to go off first, regardless of the order they're posted in.

meemaas
2013-02-03, 02:23 PM
How many people are we looking for?

Also, what's it gonna take to take a chunk of the metal without being noticed?

Quellian-dyrae
2013-02-03, 02:42 PM
Two I figure. Six PCs is about the limit that I feel comfortable trying to keep track of and make effective challenges for.

The giant's in the main shaft, the silver's in the side tunnels...probably just a Stealth check or some other way to do it unheard. And, ya know, something that can carve it out, but a few minutes work with a knife or something should do for the exposed ore, I would figure. I know next to nothing about mining, but since silver of softer than steel...::shrugs::

meemaas
2013-02-03, 02:45 PM
My unarmed strikes can count as Piercing, at my choice. Will that suffice to break off a piece?

Quellian-dyrae
2013-02-03, 02:47 PM
That sounds sufficiently awesome to me. Go ahead. :smallcool:

meemaas
2013-02-03, 02:52 PM
Bad roll on my stealth. Really should have chosen a smaller race, but i wanted that bonus feat too much. Here's hoping i didn't get caught anyways.

Quellian-dyrae
2013-02-03, 03:31 PM
Perception: [roll0]

Gildedragon
2013-02-03, 04:02 PM
Bluff at the giant or explain we sample for more info?

Quellian-dyrae
2013-02-03, 08:38 PM
Omega, a Diplomacy check, if you would.

meemaas
2013-02-03, 08:39 PM
Oh lord. May my party have mercy on my soul.

[roll0]

meemaas
2013-02-03, 08:58 PM
If the giant does anything about it. We can tell him that Omega wasn't present when the deal was made, and nobody had the foresight to mention it to him. Preferably someone with a lot of ranks in bluff or diplomacy, because i just talked us into an unfriendly relationship with those giants.

(I autocheck DC 15 sense motives)

InsiderTrading
2013-02-04, 05:55 AM
...Wasn't there a bunch of silver chunks sitting in a minecart by the side? Couldn't you have nicked one of those instead of trying to be a miner? Also, Mica had a bunch of summon monster SLAs, with which she could conjure an earth elemental or something which would have made a great distraction, making a fake offensive against the party, during which Omega could have easily palmed a small silver rock from the minecart.

meemaas
2013-02-04, 07:53 AM
I forgot about the minecart. Plus Omega is not the smart one. He probably wouldn't have thought of it. That said, when I did it I kinda expected another player to post before the DM, but didn't want to bog us down waiting for me if the post didn't come before I went to bed.

InsiderTrading
2013-02-04, 10:03 AM
For future reference, should an event like this take place, where other players can reasonably affect the outcome AND the outcome of the event will significantly affect the flow of the campaign, do TRY to wait at least 24 hours for others to respond before proceeding, will you?

Quellian-dyrae
2013-02-04, 02:25 PM
Sorry about that, likewise prioritized posting speed. Will keep that in mind in the future.

If it's any consolation, it probably won't significantly affect the flow of the campaign. Worst case is you're at bit of a penalty on Diplomacy against this giant. And even that can pretty much be wiped with a successful Appease action.

meemaas
2013-02-06, 06:41 PM
Sometimes, i regret not being a caster. This is one of those times.

Quellian-dyrae
2013-02-06, 08:58 PM
The mithral was hard to see, so Perception DC 25, please.

You know what you're looking for now, but the small sample size kinda cancels that out.

And remember, the diviner and his team was attacked by the giants before he could actually do any investigating.

InsiderTrading
2013-02-07, 08:08 AM
Roll Perception [roll0]

GAK!

meemaas
2013-02-07, 11:53 PM
Well for the sake of being a team player. Assuming Omega has been looking at it at least occasionally since he took it, here's my perception check [roll0]

Really? I have a better than even chance of making the check, and i failed?

meemaas
2013-02-09, 10:56 PM
Group vote to move on. All in favor say Aye!!!

Gildedragon
2013-02-09, 11:28 PM
Aye! Ready to do so

InsiderTrading
2013-02-10, 12:13 AM
Nothing to add that hasn't already been said.

Quellian-dyrae
2013-02-10, 12:19 AM
Where you guys headed, back to Keraine, to the elves, or elsewhere?

InsiderTrading
2013-02-11, 03:08 AM
I am voting that we head towards the elves. Don't know what the other's votes are.

Quellian-dyrae
2013-02-12, 01:57 PM
Just to keep things moving, unless anyone else wants to weigh in/do something else here/specify travel plans/whatever, I'm going to assume the party heading out to the elves and make a post to that effect tonight.

Also, if you guys want to let me know a bit in advance whenever you are getting ready to return to base, I'll use that to give a last call on the expanded recruitment thread.

InsiderTrading
2013-02-12, 07:59 PM
You know, you could just introduce them at the Elf village, right? The location of the Village isn't exactly a secret, and it could be used to introduce some minor plothooks.

meemaas
2013-02-12, 08:01 PM
Heck, for all it matters, you could even send them to meet up with us and still be in character. Say some BS like the Azure Drakes Diviners found that some of our members would up and leave, and they sent us reinforcements.

Quellian-dyrae
2013-02-12, 08:05 PM
Fair enough, I'll let them know.

Quellian-dyrae
2013-02-15, 06:35 PM
Looks like we got two total complete submissions, so selection was easy. :smallamused: I've added them to the PC listings of the OP of this thread, and will be working them in shortly.

InsiderTrading
2013-02-22, 02:05 PM
Okay, so, exactly how much about our mission do we reveal to the elves? Do we tell them everything, or do we just show them the piece and ask if they know anything more about it?

Gildedragon
2013-02-22, 02:12 PM
Need to know? Ask about the mine first, what they know about it etc... if they have info we can then assess the plan. if they don't have much knowledge, show the ore, see what they can tell us about that?

InsiderTrading
2013-02-28, 05:55 AM
Sorry about my lack of activity for the past few days. I'm taking my finals for the next week, so my activity probably isn't going to be very high for the next week either. Just a heads up.

CowMasterTrojan
2013-03-12, 12:33 AM
Perception check [roll0]

Guess it just looks pretty ordinary to ansolon.

Gildedragon
2013-03-19, 01:33 PM
No problem by me.

CowMasterTrojan
2013-03-20, 03:56 PM
no problem for me skipping ahead.

meemaas
2013-03-23, 05:56 PM
I'm still around, been busy with a move, but still around. My internet goes out on Monday, and i'll probably be partially out of communication (i have mobile data, but its not good for posting on a phone) until i get to my new home, so until then, just assume Omega follows behind anyone else. Or NPC him if necessary.

Quellian-dyrae
2013-03-23, 06:33 PM
Got it, thanks for the heads up!

Quellian-dyrae
2013-03-28, 03:51 PM
Should we skip further ahead? And if so, where to? Back to the mines, to the location of the seal, back to base, or somewhere else?

CowMasterTrojan
2013-03-29, 12:51 AM
I was under the impression the group wanted to investigate the seal.

meemaas
2013-03-31, 08:57 PM
Yea, i think thats where we should go first.

CowMasterTrojan
2013-04-01, 12:40 PM
Is there any cave or non-hut structure where the seal would likely be located?

Quellian-dyrae
2013-04-01, 02:35 PM
Yes, a second, even sturdier looking (and taller) inner wall jutting out from the mountain. It doesn't seem to have a roof, but is tall enough that you can't see what's beyond it.

Quellian-dyrae
2013-04-04, 01:33 AM
So uh...roll call? :smallamused:

Gildedragon
2013-04-04, 02:32 AM
sorry i've become a bit occupied... spotiness to be maintained for a bit

CowMasterTrojan
2013-04-04, 11:25 AM
Still here. Hopefully not the last one to check in.

CowMasterTrojan
2013-04-05, 06:21 PM
Much of what Ertelm knows about the stone giants applies equally to the hill giants; the various tribes and clans of giants in Kasengard share several cultural ties, despite their not-infrequent conflicts. The hill giants themselves, though physically the weakest of the true giants, are in some ways considered the most dangerous among the major races of Kasengard. Among other giants, they're the smallest and the weakest, so they tend to lord their strength over smaller folk.

They're also less intelligent, more brutish. This makes them noticeably easier to deceive and manipulate, but also means they're more likely to react violently if they do manage to catch on. Flattery tends to be more effective than it is among other giants; they like to feel like they're the big guys in the room.

Might makes right is strongly ingrained into their culture, thanks in no small parts to centuries of being commanded or pushed around by the more powerful giants. Refusing a direct order by someone bigger than you would be considered a tremendous insult.

So, who wants a enlarge person spell?

Sadly, not I.

meemaas
2013-04-05, 09:02 PM
Not I. The only benefit i get from it is increased base damage, and thats kinda poor, since i don't take strength to damage like normal melee.

Gildedragon
2013-04-05, 09:07 PM
For diplomacy purposes Ertelm might benefit of it.

and does Omega gain any benefit from ambushing?

meemaas
2013-04-05, 09:10 PM
Not at all. No sneak attack of anything like that. I can function just fine under....well, any circumstances, really.

CowMasterTrojan
2013-04-06, 12:36 AM
Casting the following spells

Enlarge Person- Ertelm- Persisting it. Cost (1+3)
(Being the taller one, the talker, and Omega being indifferent, I'm conserving to just him.)

Mage Armor- Ansolon & Omega (Increasing your armor bonus by 2). Cost 1 & 1

Heroism- Ansolon- Persisting It. Cost (3+2)


So 11 mana spent, 5 of that for persisting.

CowMasterTrojan
2013-04-07, 02:33 PM
Probably just hitting redundant information here, but better safe than sorry.

[roll0]

meemaas
2013-04-09, 07:33 PM
So....methinks the wraith has been in there long enough to have gotten more powerful through sheer aging. I think its trying to alter the seal.

CowMasterTrojan
2013-04-09, 07:41 PM
That would be the only logical conclusion I could come to as well.

Quellian-dyrae
2013-04-12, 03:15 PM
I'm thinking we can take it to mean Omega has no complaints :smalltongue:. Where to?

Gildedragon
2013-04-12, 03:25 PM
AD HQ?
Back to the road?

Quellian-dyrae
2013-04-12, 03:41 PM
So, had a thought. I'm thinking it's fair to say Pedro and Mica have dropped, and I'm not really thinking to try another re-recruitment. Are you guys comfortable with the overall power you can bring to bear, or should we see about expanding it in some way (gestalt/secondary characters/NPC party members/something else)?

meemaas
2013-04-12, 04:12 PM
I would personally vote for gestalt if anything, give us some way to expand on our own abilities. But then, we don't know how we will handle in combat at all yet, since we haven't yet had a combat to fight. We've pretty much got Ertelm to handle most of our out of combat stuff, but other than that, we haven't had a chance to get a chance to feel how we will handle in combat.

Gildedragon
2013-04-12, 04:12 PM
I'd be up for gestalting it up. It'd be a first for me and it might well be fun.

It'd also open out of combat capacities for Omega and Ansy.

CowMasterTrojan
2013-04-12, 04:32 PM
Yeah, Ansolon is basically a gish of a character, so gestalting him would just allow me to not take a hit to my caster level. So I certainly could get behind that.

But if the Dm isn't up for that, a free leadership feat (cohort only) wouldn't be a bad choice either. That would go well with the military feeling as well.

Quellian-dyrae
2013-04-12, 04:57 PM
I'm very comfortable with gestalt, so that sounds like the way to go.

As per the houserules for leveling up, we'll treat it "behind the scenes" as rebuilding your character sheets, so feel free to change gear/feats/ability scores/whatever as needed.

meemaas
2013-04-12, 05:01 PM
Since that is the way we are going, can i request Pathfinder Psionic content to add to my character? I adore the psionic content, and I have an idea that incorporates it and in fact enhances my role as a support melee.

CowMasterTrojan
2013-04-12, 05:01 PM
So once we complete our mission adjust ourselves to lv 9 gestalt, correct?

Quellian-dyrae
2013-04-12, 05:09 PM
Pathfinder Psionic stuff is fine, we're not actually levelling up, and you can adjust to gestalt immediately (or as your RL time permits, anyway).

meemaas
2013-04-12, 06:01 PM
Alright, another question. If i get an effect that deals bonus damage, separate from my weapon damage, can i translate it into nonlethal damage while the merciful weapon property is active?

Also, Ertelm has a lot of the knowledge skills, right?

Gildedragon
2013-04-12, 06:07 PM
He does.
But people being able to verify or expand on them wouldn't behalf bad.

meemaas
2013-04-12, 06:11 PM
Well, what i'm thinking of involves the Cryptic class, who can deal bonus damage (kinda like a rogue) but it is limited by choosing a specific type i can deal that damage to. Omega doesn't have a very impressive intelligence, and with the DM's houserule to allow us to alter mental stats requirements so that they can key off the same one, he would probably allow me to switch the manifesting from intelligence to Wisdom, since i need that stat more, Omega wouldn't have a very impressive knowledge check. I was hoping the Ertelm would be able to identify creatures for Omega, fluffwise telling him what kind of creature they are so he can strike most effectively from his training.

Gildedragon
2013-04-12, 07:25 PM
thinking of going monk + bard (archaeologist) on the other side
question:
evasion + evasion = improved evasion?
and could I take the 3.5 Kn. Devotion feat?

Quellian-dyrae
2013-04-12, 07:37 PM
Alright, another question. If i get an effect that deals bonus damage, separate from my weapon damage, can i translate it into nonlethal damage while the merciful weapon property is active?

It adds bonus damage to the weapon attack? Yes.


[...]with the DM's houserule to allow us to alter mental stats requirements so that they can key off the same one, he would probably allow me to switch the manifesting from intelligence to Wisdom[...]

This is correct.


evasion + evasion = improved evasion?

Not unless they explicitly specify it (I think that's how it works for Uncanny Dodge, but not Evasion).


and could I take the 3.5 Kn. Devotion feat?

Yes.

meemaas
2013-04-12, 07:41 PM
This is what i'm looking at. On the other side of the Gestalt, i'm taking one level of Dread, for Devastating touch (1d6+1 damage on a touch attack) to qualify for the Broken Dreams style, and its followup, Shattered Dreams strike. Then i was thinking of taking a Cryptic archetype, which'll let me add Disrupt Pattern to my melee attacks and get bonuses on intimidate, for more bonus damage. I wanna know if i can make that bonus damage from Disrupt pattern and Devastating touch nonlethal with the merciful property, as long as its all being done through my unarmed strikes like it is. Mechanically, Omega will have a bit more utility out of combat from powers, and more support power in it, by applying the shaken condition.

Gildedragon
2013-04-12, 09:32 PM
Okay so updated Ertelm

Factotum 8 : Monk 2/ Bard (Archaeologist) 6

It really only makes him more of what he is already: the utility guy and skill monkey
but I think he can generally find something of use to do each round and not die, so that'll be nice

regarding dual evasion, i'm not seeing anyway to trade it away. could I drop it on the archaeologist side for Quickdraw or EWP?

meemaas
2013-04-12, 09:34 PM
Well, you could take Monk of the Sacred Mountain (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-sacred-mountain), with only two levels, all you lose is Evasion from Monk, and gain toughness and an extra point of AC.

Gildedragon
2013-04-12, 09:45 PM
It overlaps with my monk archetypes (Sohei & Master of Many Styles)

...

it only seems to overlap on Tongue of Sun and Moon
So if that were okay... toughness + 1 AC isn't bad

Quellian-dyrae
2013-04-12, 09:56 PM
This is what i'm looking at. On the other side of the Gestalt, i'm taking one level of Dread, for Devastating touch (1d6+1 damage on a touch attack) to qualify for the Broken Dreams style, and its followup, Shattered Dreams strike. Then i was thinking of taking a Cryptic archetype, which'll let me add Disrupt Pattern to my melee attacks and get bonuses on intimidate, for more bonus damage. I wanna know if i can make that bonus damage from Disrupt pattern and Devastating touch nonlethal with the merciful property, as long as its all being done through my unarmed strikes like it is. Mechanically, Omega will have a bit more utility out of combat from powers, and more support power in it, by applying the shaken condition.

That all looks fine.


Okay so updated Ertelm

Factotum 8 : Monk 2/ Bard (Archaeologist) 6

It really only makes him more of what he is already: the utility guy and skill monkey
but I think he can generally find something of use to do each round and not die, so that'll be nice

regarding dual evasion, i'm not seeing anyway to trade it away. could I drop it on the archaeologist side for Quickdraw or EWP?

Sure.


It overlaps with my monk archetypes (Sohei & Master of Many Styles)

...

it only seems to overlap on Tongue of Sun and Moon
So if that were okay... toughness + 1 AC isn't bad

Yeah as long as you're not trading the same ability out multiple times I think you're fine.

CowMasterTrojan
2013-04-12, 10:07 PM
There is a ACF from complete mage called spell reflection. You gain the ability to reflect spells targeted at you that miss in place of evasion.

meemaas
2013-04-13, 10:31 AM
Alright, Omega is ready to continue. He now has a small array of utility powers, but other than having more options and a few skill points moved, and most of his Psionic stuff is going to be fluffed as his monkly training. The tattoos he's supposed to have are mostly under his clothing. Now, i have two questions. One, with the Mana system and all, every point of mana i spend on a power is equivalent to two Power points? I think thats what i was reading.

And secondly, i'm still able to (ab)use the persist mechanics as a psionic character, correct?

Quellian-dyrae
2013-04-13, 01:27 PM
Alright, Omega is ready to continue. He now has a small array of utility powers, but other than having more options and a few skill points moved, and most of his Psionic stuff is going to be fluffed as his monkly training. The tattoos he's supposed to have are mostly under his clothing. Now, i have two questions. One, with the Mana system and all, every point of mana i spend on a power is equivalent to two Power points? I think thats what i was reading.

And secondly, i'm still able to (ab)use the persist mechanics as a psionic character, correct?

Yes and yes.

CowMasterTrojan
2013-04-14, 02:57 PM
Alright, fairly certain what I'm going to do for changes. Just wanted to make sure they were okay.

I was going to change Ansolon's races from tiefling to human, and add the half-fiend template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/half-fiend). I felt it still fits well with his demonic heritage.

In addition, I was going to take some levels in warblade. I was wondering if these (https://docs.google.com/document/d/1s7GQLBeyEP1FitOMikP_Kh8oRmKnzG_AKvaOPqjHqWk/edit?pli=1)pathfinder conversion rules are acceptable?

Quellian-dyrae
2013-04-14, 03:00 PM
Yep, that's fine.

CowMasterTrojan
2013-04-15, 04:18 PM
Alright, Ansolon is all set to continue as well.

Sorry for the wait.

meemaas
2013-04-15, 04:20 PM
My last question, just to be clear, the Mana spent in Persisting a power does not count against the "you cannot spend more power points than your manifester level on any single power" right?

Quellian-dyrae
2013-04-15, 04:21 PM
Cool deal! Are you guys headed back to base?

Quellian-dyrae
2013-04-15, 04:24 PM
It does not, but there's a clarification that I think I need to make; Persisting does not inherently cost Mana. You have a set number of points you can persist, and going over that limit lowers your maximum Active Mana until you stop Persisting.

Casting the spell initially does cost Mana as normal (Base Mana, if you're outside of combat; you can extend your reserves by waiting until you have an Active Mana pool to cast your Persisted spells, but of course, that generally means burning turns in combat).

CowMasterTrojan
2013-04-15, 04:38 PM
Cool deal! Are you guys headed back to base?

Negative. We still have to return to the mines and get the giants to leave. So we are headed there.

meemaas
2013-04-15, 07:20 PM
It does not, but there's a clarification that I think I need to make; Persisting does not inherently cost Mana. You have a set number of points you can persist, and going over that limit lowers your maximum Active Mana until you stop Persisting.

Casting the spell initially does cost Mana as normal (Base Mana, if you're outside of combat; you can extend your reserves by waiting until you have an Active Mana pool to cast your Persisted spells, but of course, that generally means burning turns in combat).

Damn. I'm probably gonna be persisting most of my powers then. There's very few of them that'll actually be seen used as anything more than static buffs. Plus, the ability to run on walls is too cool to pass up.

Gildedragon
2013-04-15, 07:43 PM
Back to base would be ertelm's priority.
The giants are at worst a nuisance. An ancient wraith of unknown might: that's a problem that needs fast solutions

CowMasterTrojan
2013-04-15, 07:45 PM
Cool deal! Are you guys headed back to base?

Hmm, I guess we'll head back to base then. I had taken it by our last conversation that we agreed we at least had time to actually finish the original mission.

Gildedragon
2013-04-15, 07:58 PM
They can talk it out IC.

meemaas
2013-04-16, 02:22 PM
Not that i have a problem one way or another, but didn't we actually agree to go back to base now?

Quellian-dyrae
2013-04-16, 02:28 PM
I...could have sworn it was the mines.::Goes to check::

Quellian-dyrae
2013-04-16, 02:29 PM
Nope, I just don't have a memory and didn't reread. Edited!

...And edited further, since there probably wouldn't be a hill near the city, as there would near the mines. :smallbiggrin:

CowMasterTrojan
2013-04-17, 09:24 PM
how far away are the troll giants?

Quellian-dyrae
2013-04-17, 09:32 PM
About 400', terrain between you and them has some trees and undergrowth, but is mostly open.

Quellian-dyrae
2013-04-17, 10:42 PM
Reflex: [roll0] [roll1]

meemaas
2013-04-18, 07:59 AM
Epic 1 on a stealth check. Wow...

Quellian-dyrae
2013-04-18, 01:36 PM
Ah, this reminds me. Ertelm, one of the house rules is that if you can substitute a different score on the attack roll, you do on damage as well (and that includes the natural Dex to attack for ranged weapons). I believe your base damage should be two points higher as a result.

Gildedragon
2013-04-18, 01:50 PM
Tres bien! I'd forgotten

CowMasterTrojan
2013-04-21, 12:37 PM
Two questions: One, should I subtract the fireball from my normal mana pool or my active mana pool?

Second, gauging on movements, Ansolon is roughly 30 ft directly above Ertelm. How far away is Omega from Ertelm?

Quellian-dyrae
2013-04-21, 01:23 PM
Active mana for the fireball.

meemaas
2013-04-30, 03:51 PM
Who is Liam?

Also, i'm holding my action until they get in range.

Gildedragon
2013-04-30, 03:54 PM
Another factotum I'm catching up with post the blackout.

Quellian-dyrae
2013-05-01, 01:37 AM
This is why maps are good :smallbiggrin:. Forty feet between them (they're starting to angle in, but still more concerned about closing the gap than grouping up for a melee), a fireball centered directly in the middle would just miss both (unless widened or something). You can still blast one, or take a different action.

Quellian-dyrae
2013-05-01, 01:44 AM
On that topic, here's the map as it will appear at the end of the trolls' next turn (and of course, assuming no changes for what you guys do in the interim):

Map (https://docs.google.com/spreadsheet/ccc?key=0Al0bkPOrZQvZdDh2SVMxVWt0TG82czhVWVpCRjBQe VE#gid=0)

meemaas
2013-05-02, 09:21 PM
Omega is holding his action again. He'll be close enough to charge in after they close in, but not safely before.

CowMasterTrojan
2013-05-02, 09:31 PM
Sadly good long range spells are hard to find. I will stick with the fireball, but if I can't get two then I will just not empower it. I can reroll if you wish, or we can just drop the last 4 dice rolled. (Making it 28 damage). Either way is fine with me.

Quellian-dyrae
2013-05-02, 11:43 PM
Reflex vs. 28 damage (DC 20): [roll0]

meemaas
2013-05-05, 10:34 PM
Found a mistake i had made on my sheet and have fixed that. I unintentionally had the same feat twice, when i had switched out my styles for the Broken Dreams one.

The intimidate check is dependent on Omega hitting by the way. But i shouldn't be provoking for this, being that i was hidden and all.

Quellian-dyrae
2013-05-06, 12:44 AM
Reflex saves: [roll0] [roll1]

Perception (at -5 for distance) to notice Omega before he moves to attack (Stealth check was 15). Trolls are denied Dex bonus either way due to running, but if this succeeds it isn't flat-footed, and can make an AoO: [roll2].

If it does succeed, that troll will make an attack of opportunity at [roll3] vs. AC 26 (after +1 Haste, -2 Charge), dealing [roll4] on a hit.

Will actually resolve actions in IC after Ertelm acts, just want to get reactive rolls out of the way.

Quellian-dyrae
2013-05-06, 02:59 AM
Threat check on the claw against Omega: [roll0]. Not a crit.

meemaas
2013-05-06, 05:51 AM
Damn. I failed then. When he takes his AoO, i'm not close enough to retaliate with Panther Parry, am i? At least i did one part of my job and kept him from taking an AoO on Ertlem.

Also, yes, my persistent buffs are on my sheet, Defensive Precognition is listed as a Dodge bonus.

Quellian-dyrae
2013-05-06, 01:34 PM
I'd say Panther Parry is okay. It's a bite attack, so even if you don't technically threaten him at the moment, his face is, by definition, within reach of your fist.

And since Panther Parry imposes -2 on the AoO, and it just hit, a successful parry will negate that hit against you.

meemaas
2013-05-06, 01:38 PM
In that case, i will roll my two free reactions to attacks i provoked during my turn here. If that's alright.

Retaliation against first Troll (When retreating)

Attack roll [roll0]
Damage [roll1]
Bonus [roll2]
Disrupt Pattern [roll3]

Usual penalties on a hit

Intimidate [roll4]


Retaliation against second Troll (When entering his reach to attack him)

Attack roll [roll5]
Damage [roll6]
Bonus [roll7]
Disrupt Pattern [roll8]

Same penalties on a possible hit

Intimidate [roll9]

Quellian-dyrae
2013-05-06, 01:55 PM
Alright, your AoO in response to its first attack dropped it. Meaning it didn't get to take a full attack or make its original AoO against you, so those hit points have been refunded (will edit previous IC post to reflect).

The AoO on the second one also hits, for 33 nonlethal and renders him Shaken, so it takes a total -4 on the AoO against you: [roll0] for [roll1]. Which does manage to hit anyway (damage should be 7 though, since -2 applies to it as well).

Map (https://docs.google.com/spreadsheet/ccc?key=0Al0bkPOrZQvZdDh2SVMxVWt0TG82czhVWVpCRjBQe VE#gid=0) is updated.

meemaas
2013-05-06, 03:01 PM
Remember, all my damage is nonlethal, so the troll i downed isn't actually negative, he just has more Nonlethal damage than his current HP. Practically, it just means he's not bleeding out. I don't care if someone else Coup de Grace's it. But the only things that Omega will ever use lethal force on are the ones that are completely immune to nonlethal damage. And/or undead. It overlaps a lot, so no worries there.

Quellian-dyrae
2013-05-06, 03:36 PM
Yeah, on the hit point tracker on the side I have actual hp and nonlethal damage, while in their squares on the map I have their effective hit points.

meemaas
2013-05-06, 03:38 PM
Did not even know that was there. Sorry, lol. Just didn't want to see the Troll bleed out and know Omega was responsible.

Gildedragon
2013-05-06, 04:28 PM
What'd be a good name for Ertelm's dueling sword? Feel it ought to have a name.

meemaas
2013-05-06, 04:37 PM
I like how Omega turned out. I deal a good deal of damage on a hit, and impose enough penalties to feel effective.

CowMasterTrojan
2013-05-09, 09:07 PM
What a wonderful plan we have. Two of them still alive, but tied up. Meanwhile two of the three party members go to check out the people they really can't help. Far away.

It's a good thing they don't have high strength... oh wait. :smallconfused:

Gildedragon
2013-05-09, 10:30 PM
Got alchemist's fire. Pour it on them once they're down.

Quellian-dyrae
2013-05-09, 10:32 PM
That'll do it.

CowMasterTrojan
2013-05-25, 09:58 AM
With apparently nothing to add, the three leave to go there separate ways, only to return the following day at noon. Objections?

Gildedragon
2013-05-25, 01:19 PM
Not really.

CowMasterTrojan
2013-05-27, 11:31 PM
I'm not entirely familiar with factotums, can they cast spells from a divine scroll?

Gildedragon
2013-05-28, 12:46 AM
with a UMD check. But pulling off more than 1 per day is pushing it.

question: weapon retainer capsules from 3.5's Complete Adventurer, would they be available, as well as Ghostblight from the same book?

CowMasterTrojan
2013-05-28, 01:11 AM
Ghostbane dirge (http://www.d20pfsrd.com/magic/all-spells/g/ghostbane-dirge) might be worth a try anyway I suppose.

I'm thinking a scroll of halt undead, along with a potion of lesser restoration or two may be a good idea.

Quellian-dyrae
2013-05-28, 01:30 AM
question: weapon retainer capsules from 3.5's Complete Adventurer, would they be available, as well as Ghostblight from the same book?

Yeah, that's fine.

meemaas
2013-05-28, 07:05 AM
Off the top of your head, is there any gear i could grab that would allow me to punch incorporeal undead? or do i need to get my amulet adjusted just for that?

Quellian-dyrae
2013-05-28, 01:35 PM
I don't see any reason the Ghostblight can't be added to fists.

meemaas
2013-05-28, 03:48 PM
I didn't know what that did, lol. I guess i'll put the entirety of my 500gp into enough ghostblight to be sure i've got enough.

CowMasterTrojan
2013-05-28, 07:12 PM
So what we're doing right now is just re-arranging our magic items selected, correct?

Quellian-dyrae
2013-05-28, 07:39 PM
As Azure Drakes, you can requisition mundane and low-end magical gear for specific missions, as long as you bring back any unexpended items when you're done. Nothing huge, but a few low-level perishables and such are fine.

CowMasterTrojan
2013-06-02, 12:03 PM
Ansolon will request a scroll of Halt Undead, Communal Protection from Evil, and two potions of lesser restoration.

And then he will be ready to go. Sadly there are not many spells he can cast good against undead, so he will likely be relying entirely on force damage for the fight.


Consider this a damage test.
[roll0]

[roll1]

Gildedragon
2013-06-02, 12:06 PM
Just vials of ghostoil for ertelm

Quellian-dyrae
2013-06-02, 01:56 PM
Sounds good.

meemaas
2013-06-07, 08:05 PM
I'm back, sorry i didn't mention it, but i lost my internet for the majority of the past week. I did get my ghostblight, right?

Gildedragon
2013-06-07, 08:14 PM
I think ya did. Patchouli scented?

Quellian-dyrae
2013-06-07, 08:15 PM
Welcome back, and yep, you're good. Anything else you guys want to do around here?

Gildedragon
2013-06-07, 08:17 PM
heading to the hills would not be bad.

CowMasterTrojan
2013-06-07, 11:10 PM
I disagree. Heading to the hills would be a terrible idea. But we're the PC's, so that's exactly what we'll do. :smallwink:

Gildedragon
2013-06-15, 03:38 AM
initiative: [roll0]
what knowledge to identify?

Quellian-dyrae
2013-06-15, 03:39 AM
Knowledge (Arcana).

Gildedragon
2013-06-15, 03:43 AM
Awesome.

identify: [roll0] (using cunning knowledge. i want to know what it is and how we beat it.)
kn devotion: [roll1] (+4 to hit and damage)

actually +1 to all those rolls because of Luck.

Quellian-dyrae
2013-06-15, 04:04 AM
You've never seen nor heard of anything quite like this before. :smallamused:

That being said, you're not some novice dabbler of arcane lore. You're Ertelm Levesh, one of the most knowledgeable Drakes in the kingdom, a learned scholar in pretty much every field and a sage of the laws of the world both natural and magical! Even with only a brief examination, you are able to draw several conclusions about the creature and its capabilities.

It's clearly some sort of construct (https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/universal-monster-rules#TOC-Construct-Traits-Ex-), but you are confident that it isn't a golem. However the wraith managed to create and invest itself into this metallic body - which really is truly impressive spellcraft - there's simply no way it could have properly performed the rituals and procedures, or assembled the materials, necessary to provide the near invulnerability to magic that a golem possesses.

Likewise, your keen examination notes that, where a golem is basically a single, animate piece, the creature before you is more elegant, with distinct parts. Joints, seams, links, plates, and some important-looking glowing gemstones. A well-struck blow could be devastating to such a creature. Of course, with your own devotion to the study of all manner of strange creatures, you already have several ideas of where to best place your strikes.

Those glowing eyes attract your attention. There's power there for sure. The intensity of the energy, rapidly building, suggests that it might lash out in some form of ranged attack. You do also note that those tendrils look quite capable of extending to strike from at least a modest distance.

Given the blacklight surrounding them, you can only assume that the visual spectrum of light is far from the creature's only option for perceiving the world around it. You don't expect that tricks of invisibility will be of any use here.

The air around it also seems to ripple slightly. Some might mistake that for radiating power; with your keen understanding of the arcane, you recognize it as a sort of ablative energy barrier. Combined with the thing's metal body, it is no doubt capable of withstanding substantial physical punishment.

No doubt, a creature like this has a few other powers that examination alone, even by one as acute as you, simply can't reveal, but what you have should, at least, be enough for warriors of your caliber to work with.

Gildedragon
2013-06-15, 04:27 AM
hah! fair enough. Unique monsters are unique... would bardic knowledge... :P Nah best not push my luck.

question: are called shots in effect?

Quellian-dyrae
2013-06-15, 04:48 AM
Nah, that bit was representative of a specific mechanical weakness.

Gildedragon
2013-06-16, 03:22 PM
Not a 1 pleaaase

[roll0] (2 cover, 2 identification)

meemaas
2013-06-16, 03:23 PM
Right, forgot my save [roll0]

Quellian-dyrae
2013-06-18, 02:54 PM
Ansolon Reflex: [roll0]

16 damage, since DR helps against the Bludgeoning.

meemaas
2013-06-19, 10:59 PM
Ewwww where's freedom of movement when i need it?

Gildedragon
2013-06-20, 01:23 AM
Omega: Immediate action from Ertelm the moment ya get grappled: liberating command, omega gets an escape artist check with a +12 bonus

meemaas
2013-06-20, 05:30 AM
Lets see how it goes [roll0]

Quellian-dyrae
2013-06-20, 10:47 PM
That doesn't hit its CMD. It actually would if it could base off your CMB rather than your Escape Artist, thanks to Maneuver Training. Does the spell require using Escape Artist?

Gildedragon
2013-06-20, 11:05 PM
Spell says "escape artist check"

CowMasterTrojan
2013-06-23, 02:45 PM
The orange areas are rock, correct?
Do they obscure vision or grant cover?

Quellian-dyrae
2013-06-23, 03:04 PM
They're big boulders. Generally speaking, standing behind one can give cover, crouching behind one can give improved cover.

meemaas
2013-06-23, 03:41 PM
I'm a bit iffy on the Grapple rules. Am i allowed to smack him, or is my only option to try and break free, unsuccessfully, at that.

Quellian-dyrae
2013-06-23, 03:47 PM
Yeah you can attack. You take -2 for being Grappled (and you have -4 Dex, not sure if you use Dex for attacks at all...Wis right?), but your unarmed strikes are otherwise fine to attack or full attack with.

Also, Reflex vs. the Fireball: [roll0]

Quellian-dyrae
2013-06-24, 12:29 AM
Crit Confirmation: [roll0] for [roll1]

Quellian-dyrae
2013-06-25, 10:58 PM
That maneuver's fine, though you might provoke from movement as you close, thanks to its reach (I don't believe that'll hurt your spell any, and you made the Concentration to cast defensively anyway). You won't necessarily be able to see it, thanks to the walls, but you'll be able to keep an eye on the camp and know if it leaves.

CowMasterTrojan
2013-06-25, 11:03 PM
Sounds good then. Keeps Omega from dying.

Gildedragon
2013-06-25, 11:58 PM
Hope it doesn't have true seeing.

meemaas
2013-06-26, 08:17 AM
Killing this thing is due to be a difficult challenge now isn't it?

Gildedragon
2013-06-26, 11:46 AM
Omega and Ansolom ought to quaff some healing brews; maybe Ansolom could force feed Omega during his turn, and blink back over ASAP. I hope Ertelm can use hit and run tactics here, but his IP count is low... And his luck running out. Remaining rounds are actually 3 not 4

meemaas
2013-06-26, 11:51 AM
I don't have healing potions. I know what tattoos i'm getting scribed soon though. Assuming i survive this, of course.

Quellian-dyrae
2013-06-26, 02:57 PM
Any specific actions for Omega's turn?

meemaas
2013-06-26, 04:42 PM
Nope. He doesn't have a bearing of his location anymore, so he's following Ansolons lead.

Quellian-dyrae
2013-06-26, 04:48 PM
AoO on Ansolon: [roll0] Touch for [roll1] Negative Energy damage.

Quellian-dyrae
2013-06-26, 05:07 PM
...Huh. Tiebreaker roll:

Construct: [roll0].
Ansolon: [roll1].

Quellian-dyrae
2013-07-02, 03:00 PM
Ertelm have an action for this turn?

Gildedragon
2013-07-02, 05:17 PM
Sorry I'd been busy and sick. Better now. Will do

Quellian-dyrae
2013-07-02, 05:48 PM
Perception: [roll0]. This is incorporating -4 from distance. DC is 30, incorporating a +10 Stealth bonus as if from Improved Cover.

Successful check pinpoints. Failing to beat DC 30 means it knows the arrow came from "those rocks over there". Failing to beat DC 20 means it is unaware of where the arrow came from.