DM Jelani's Carrion Crown

Game Master Brian Minhinnick

Roll20


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Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

What are you trying to do with Drosil? I personally really enjoy playing light-fighters, be they rangers, dex-fighters, fighter-rogue hybrids, you get the gist. Swashbucklers *really* scratch that itch. :)Maybe if we ask really nicely we can mulligan Dros?


I have resisted the temptation to say that about rogues each time I tear Dros to pieces, as I don't want to be a meanie. But yeah.....rogues < everything else.

Retraining is always an option.


retired (arc completed)

*gasp* there is retraining synergy between rogue and alchemist. Drosil! I can teach you! =P


What do you want Drosil to do? Sneaking via the stealth skill is essentially pointless at these levels. Skills like disable device and perception are nice, but those can come from many classes. It's obviously during combat (which is a huge part of the game) that you're feeling Drosil lacking. What do you want him to do in combat? I can recommend an optimized build around whatever combat concept you are going for. If you want to stick with two daggers, I can think about that and see what I come up with.


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Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

I would vote Slayer, Drosil. They are what the rogue should be in my opinion.

As for money; I'm not sure how much we have but I'm going to blow most of mine on special material arrows because they are damned expensive.

At the moment I'm planning;

50 x normal arrows (2gp)
50 x blunt arrows (5gp)
25 x silver arrows (202gp)
25 x cold iron arrows (152gp)
5 x adamantine arrows (302gp)
Wand of Abundant Ammunition (750gp)

That's a total cost of 1,413 if I've calculated the prices correctly.

My next priorities are a Belt of Dex or Bracers of Falcon's Aim or even a lowly Cloak of Resistance +2


retired (arc completed)

Drosil Dismembered, Anton's Vengeance (October 14, 2014)
staff (unidentified)
bellows
shovel
sledge hammer
torn, blue uniform
hatpins w/ rubies (3) 75gp each
spyglass bound in gold (1,000gp)
208 gp
345sp

Drosil saves Dantrian's life in the knick of time
No loot to be found, but just wanted to note Drosil's day-savery

How Does Anton Shoot a Tornado? Answer: He doesn't. He misses. A lot.
No loot.

Sharpy sharps hiding under the stairs
No loot.

Rust Monsters Busted
No loot.

Anton Obliterates an Erinyes
No loot! (I sense a pattern!)

Mummies and Mimics, oh my!
Osirian sarcophagus (2,000gp) (maybe the Count will part with it?)

Shipping Arrivals?
empty crates (one smelled of mimic)
sealed, black, opague, glass jars (left undisturbed and unopened)

Anton vs the Vargouilles
No loot.

Violet Fungi and Basidirond!
No loot.

Upper walkway
potion of displacement
potion of gaseous form
vials of basilisk blood (2) (Dantrian held on to these)

Girallon Golem!
No loot.

A Party Pummeled by a Preposterously Powerful Promethean (Feb 4, 2015)
No loot (except for, you know, OUR LIVES!)


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]

Anton - I would suggest you invest in weapon blanches (made cheaper, ideally, by our friendly neighborhood alchemist), especially for the silver and adamantine arrows.

As far as retraining Drosil, I'm not sure what role I see him performing in the party. You're right that stealth hasn't done him a lot of good thus far. Disable device is still something that's handy at times (when there's a locked door, and/or he remembers to check for traps, that is). Combat is really where he's lacking; sneak attacking is pretty much the only way he can do serious damage.

The majority of my other characters carry big sticks and get (fairly) big damage numbers. I can definitely see how TWF is inferior to that, but I'm not sure whether his stats really lend themselves to a big change like that.

The way I see it, I could...

- Retrain his archetypes to scout/knife master. Those two together will generally let him get in more (and more powerful) sneak attacks, while keeping much of the rest the same.

- Retrain to another class with synergy. Alchemist would be tough with his Int score, and Monk probably wouldn't work out for several reasons. We've already got a bard, and I don't see TWF fighter as being appreciably better than Drosil is now.

- Retrain to one of the rogue-based ACG classes (though we'd need a GM ruling on time requirements, I think). I would go with Slayer over Investigator, personally. That would de-emphasize the sneak attack stuff, but allow for a bit more flexibility. RP-wise, Janos could give him some pointers, and I could re-work his talents to pick up Disable Device, etc.

- Retrain to some other class. Ultimately, I'm not sure that his stats make him a viable choice for something else. This would imply that I would drop Drosil altogether and come back in with a new character; we're already bringing in another new character, so it wouldn't necessarily be out of the question to bring in two, but that would be up to the GM.

Thoughts?


retired (arc completed)

I think the Scout/Knifemaster archetypes are both excellent ideas. Scout especially so as it gives you another means by which to trigger your sneak attack dice. (and we've not had many opportunities to let loose with full attacks on flanked creatures so far)

As far as new classes go, I think Slayer's a good option, mainly for the full BAB and the essentially free self-buff of studied target. Of the ACG classes though, I think Drosil's stats and feat selection would dove-tail the best with Swashbuckler. Beyond the class fitting so well with your existing decisions and stats, I also think it'd fit with Drosil's personality too.

If, in the end, you feel like the only way to fix things is with a new character, now seems like an ideal time within the narrative to transition. Drosil and Tibideau could break off from the group proper and pursue another lead off-screen as Ashan and another would-be hero join up.


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

If Drosil is set to leave, this would probably be the most opportune time. :/

Try rebuilding him with a few of the options in mind. Solid DEX, Good STR and CHA seems to me to fit for Swashbuckler. Lean into Slashing Grace and look at doing dX+4(dex)+7(Precision) on pretty much every hit. (I have a Swashbuckler at level 9, doing d4+19 with a (scorpion) whip. From 20' out with Lunge.)

At the end of the day *you* have to be happy with your character. I am looking forward to whatever you and Jelani decide to go with :)


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

Oh, and B'yelka wanted me to remind you with Tibi leaving, we *will* need someone that appreciates a gifted artist.

:p


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

Just a shell... overall, I think for DPR this trumps what Dros can currently do reliably. And, better HP and better AC (once you add in Armor!)

Unnamed Hero
Fetchling swashbuckler 7 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Advanced Race Guide 108)
Medium outsider (native)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 10 (+4 Dex, +2 dodge)
hp 60 (7d10+7)
Fort +3, Ref +9, Will +2
Defensive Abilities charmed life 4/day, nimble +2, shadow blending; Resist cold 5, electricity 5
--------------------

Offense
--------------------
Speed 30 ft.
Melee
+1 scimitar +14/+9 (1d6+8/15-20+7 Precision) (w/ Power Attack +12/17 (d6+10+7 Precision))

Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), panache (2), swashbuckler weapon training +1
Spell-Like Abilities (CL 7th; concentration +9)
. . 1/day—disguise self
--------------------

Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha 14
Base Atk +7; CMB +9; CMD 25
Feats Lunge, Power Attack, Slashing Grace[ACG], Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Stealth +6; Racial Modifiers +2 Stealth
Languages Common
SQ dare (), swashbuckler finesse
Other Gear +1 scimitar, 150 gp
--------------------
Special Abilities
--------------------
Charmed Life +2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having


retired (arc completed)

The problem with the above build is that retraining class levels doesn't let you retrain your feat selection. Beyond that, I think that shapechanger bane dagger is going to be awesome in this next chapter if Jelani's earlier comment of Dantrian becoming afflicted with lycanthropy suggests what I think it does. =P

And besides, daggers work with all the Swashbuckler class skills and abilities already without having to burn a feat on Slashing Grace =)


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

Another alternative is Archaeologist Bard/Urban Ranger. You have a decent CHA score and if you go finesse/Dervish Dance, you keep your damage quite high. We already have a bard, but Archaeologist Bard (aka tomb robber bard) really has more of a Rogue+spell feel.

Otherwise, I agree Scout/Knifemaster, Slayer, Swashbuckler could be good.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

It all hinges on whether you are happy playing the character because the game has to be fun of course.

I think Slayers do TWF pretty well, especially if you can't retrain feats. They also have good skills, full base and better saves than a rogue. That would be my vote personally but then again we don't know Jelanis stance on the matter.

If you decided an entirely new character was in order, what would you play?


With Drosil's stats I was also going to suggest swashbuckler with slashing grace. Though I don't think that will really up DPR much.

You could also retrain into a brawler (strangler) with agile maneuvers and improved grapple. Then you would be quite good with grappling and you could use your dagger to SA people you are grappling.

Round 1:grapple opponent
Round 2:grapple to pin (deal SA damage)
Round 3:grapple to damage (deal dagger+str+SA, and they are still pinned)

That would allow you to take one enemy out of the fight and focus on downing them quickly. Grab some manacles and you can bind people after you pin them and then coup de grace them.


Or if you are tired of being weak, retrain into a summoner (synthesist). You wouldn't be great with spells, but could easily turn Drosil into a juggernaut.

Large size biped, flight, bite 1&2, improved natural armor, improved damage bite, reach, grab, etc.

Str will be in the high 20s, AC in the high 20s, 2d6+1.5 str with reach for primary attack...tons of HP,ability to heal yourself and evolution surge for things you don't already have.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Synthesists are obscene :/

Drosil, good call on weapon blanch but it might be prohibited by time. Dantrian - how long would it take to whip up a batch?


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

Synthesist: Paizos way of saying, "I Know we toned down the abuses of 3.X when it come to shapeshifting druids, but, well fark you." I for one am not amused. :/


Synthesist is my favorite class. It opens up anything you can imagine. I will not deny it is the most powerful class by leagues. Unless people are cool with one party member being stronger than the rest, it's not a good idea.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

I am on the same page as B'yelka with this one. Themeatically they are awesome - makes me think of Iron Man or Guyver. But to be that much more powerful than a full BAB warrior and only marginally behind a full caster.... yeah I don't know what they wer ethinking with that one, it never finds a place at my tables I'm afraid.


retired (arc completed)

Guyver was the vibe that I immediately had with synthesists too! And similarly, their only place at my table is as a bbeg or the bbeg's dragon.


retired (arc completed)

The craft skill is laboriously clunky, in my opinion. As for the various blanches, here's the break down for each, presuming I can take 10 (yielding a 30).

adamantine blanch (33.3gp per crafted dose)
1000sp // DC25
30x25 = 750 which is less than the sp cost of one dose of adamantine blanch. As such, it would take 1 week and 3 days (give or take) to create a single dose.

cold iron blanch (6.66gp per crafted dose)
200sp // DC20
30x20 = 600 which is substantially more than the sp cost of one dose of cold iron blanch. As such, I could create it three times as fast, or about 1 dose every 2 days of work.

silver blanch (1.66gp per crafted dose)
50sp // DC20
30x20 = 600 which is outrageously more than the sp cost of one dose of silver blanch. In this case, I could craft 2 doses per day of work.

In all cases, each dose of blanch could coat 10 arrows.


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]

I think I'll stick with Drosil and just retrain him. At this point, I think (pending Jelani's approval) I'll retrain him to Swashbuckler (Flying Blade) 7. That will keep his dagger focus, which will be nice, but I'd end up moving away from TWF, and go with slashing grace and/or piranha strike.

However, at 7 x 7 days, plus time for retraining appropriate feats, I'm not sure how viable this is. That said, with the amount of time it would take, I'd say that Dantrian would have no problem making however many doses of weapon blanch Anton might want.


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That's way too long for the story of this adventure. You will still pay the money, but we'll say it happens during the downtime of your journey to Ascanor Lodge just to make things keep going.

It's no fun playing a weak character, I'm not going to punish you for not knowing that rogue sucks.

Lantern Lodge RPG Superstar 2014 Top 4

Empirical evidence that Jelani is an awesome GM!

Relatedly I'm glad I didn't build my oracle around the Apocalypse mystery (for auto-succeed shaken aura) like I was going to. It was going to be compliment for Drosil's build!


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

For the sake of expedience I think I will ask Dantrian to craft me as much alchemical silver weapon blanch as he can. The others will probably take too long so I may as well buy them.

Do we know how much money we have by the way? I think the judge also promised us a reward for looking into the Counts business too


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]

Okay, so...time to calculate how much time (money) this is going to take.

49 days - Switch Rogue (Burglar) 7 to Swashbuckler (Flying Blade) 7...unless Jelani would be willing to rule that rogue->swashbuckler is a synergy, in which case it would be 35 days.
5 days - Switch TWF -> Weapon Focus (Dagger)
5 days - Switch Dodge -> Slashing Grace
5 days - Switch Double Slice -> Piranha Strike
5 days - Switch Dazzling Display -> something I haven't picked yet.

69 days at 10 gp x 7 per day is...4830gp. Ouch. That said, I don't think that Drosil has spent much, if any, of the gold he's gotten thus far. Of course, I don't believe I've kept track of said gold, either...

In any case, this would give me the following:

5 (BAB) + 4 (Dex/Swashbuckler Finesse) + 1 (Weapon Focus (Dagger)) + 1 (Flying Blade Training) -2 (Piranha Strike) = +9 to hit
1d4 (Dagger) + 4 (Slashing Grace) + 2 (Weapon Specialization (Dagger)) + 1 (Flying Blade Training) + 4 (Piranha Strike) + 7 (Precise Strike) (sometimes) = 1d4 + 18 (or 11) damage.

Thoughts?


I think that's still pretty lame considering you have a +11 to hit as Drosil now (according to your sheet) and are doing an average of 2.5+3+14 = 19.5 on a sneak attack. With that you'd be hitting 10% less of the time and doing 1 more damage with precise, much less without it.

What about going ninja? Then you could at least have vanishing trick, to sneak attack more often. Grab a katana, power attack, extra ki, furious focus, vital strike

When attacking from invis you'd be BAB 5 + 2 str + 2 invis = 9
Damage 2d8 + 3 str + 6 power attack + 4d6 sneak = 32 average damage....or 40% more damage than your flying blade build. Daggers suck ass and they always will. Keep the bane one for special circumstances, but otherwise...meh. The only real way to do damage in melee is with strength and big weapons.

If you have to be stuck on daggers, something like this is probably best.

Shanker


Also if you're only retraining archetypes I'd hand-wave the fee for that. Then retraining only feats would be much cheaper. 4.8k gold is a stat belt, and most of a cloak of resistance....quite a bit to pay for a retraining. Especially in a game where you are at like half wealth by level.


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]
DM Jelani wrote:

I think that's still pretty lame considering you have a +11 to hit as Drosil now (according to your sheet) and are doing an average of 2.5+3+14 = 19.5 on a sneak attack. With that you'd be hitting 10% less of the time and doing 1 more damage with precise, much less without it.

What about going ninja? Then you could at least have vanishing trick, to sneak attack more often. Grab a katana, power attack, extra ki, furious focus, vital strike

When attacking from invis you'd be BAB 5 + 2 str + 2 invis = 9
Damage 2d8 + 3 str + 6 power attack + 4d6 sneak = 32 average damage....or 40% more damage than your flying blade build. Daggers suck ass and they always will. Keep the bane one for special circumstances, but otherwise...meh. The only real way to do damage in melee is with strength and big weapons.

If you have to be stuck on daggers, something like this is probably best.

Shanker

Well, for what it's worth, that to hit/damage doesn't include the magical dagger, so it's only a 5% reduction to hit and 2 more damage with precise (5 less without). There's also the automatic Improved Critical, which could potentially crit on 17-20 for a hefty chunk of damage (2d4+8+4+2+8+7=34).

That said, hand-waving the cost for retraining archetypes is definitely appealing. Scout/Knife Master will give me a couple of new ways to get sneak attacks and, with some feat/skill retraining, should give Drosil a number of better ways to get sneak attacks.

For example:

1 - Two-Weapon Fighting
2 - Talent: Finesse Rogue
3 - Power Attack
4 - Talent: Weapon Training (Dagger)
5 - Slashing Grace
6 - Talent: Offensive Defense
7 - Dazzling Display
8 - Talent: Combat Trick (Shatter Defenses)
9 - Cornugon Smash
10- Crippling Strike
11- Improved Two-Weapon Fighting

He'll be able to use Scout's Charge to close and get a SA, then, if B'yelka can use Dazzling Display, he'll be able to get SA's from Shatter Defenses. Eventually, he'll be able to use Cornugon Smash to get a free intimidate to trigger Shatter Defenses.

That would mean retraining 2 feats and two rogue talents (aside from the free archetype retrain), for a total of 20 days, or 1400gp. He'd be able to (fairly) consistently do 1d4+4(slashing grace)+4(power attack)+4d8 = 28.5 damage per hit, with iteratives and TWF helping out.

Thoughts?


That's much more respectable, and cheaper.


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

(Swashy is Full Base Attack Bonus...)

(Slashing Grace requires a One-Handed Slashing Weapon, so it would not apply to Dagger. But Swashbucklers get all Martials... A longsword could work without a feat tax. As could a Scimitar - plus, it'll threat on 15+!)

(People disdain the Swashbukler's Precision damage. I like it. It works more often than not (Way more often than not!) and though it is not multiplied on a Crit, neither is SA damage. Also, Dros can use Panache to double his Precision Damage.)

Another Shell: (Missing one Feat)
Unnamed Hero
Fetchling swashbuckler 7 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Advanced Race Guide 108)
Medium outsider (native)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 10 (+4 Dex, +2 dodge)
hp 53 (7d10+7)
Fort +3, Ref +9, Will +2
Defensive Abilities charmed life 4/day, nimble +2, shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scimitar +12/+7 (1d6+12/15-20+7 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), panache (2), swashbuckler weapon training +1
Spell-Like Abilities (CL 7th; concentration +9)
. . 1/day—disguise self
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha 14
Base Atk +7; CMB +7; CMD 25
Feats Power Attack, Slashing Grace[ACG], Weapon Focus (scimitar), Weapon Specialization (scimitar)

TL; DR
1) Scimitar: +12/+7; d6+12+7; 15/x2
2) AC 16 NO Armor
3) Intimidate on hit with a Swift Action
4) Parry-use an Attack of Opportunity and a point of Panache to deflect an incoming attack, if you have Panache left you can counterattack
5) Targeted Strike-A couple of decent debuffs.
6) Feint-force a target to lose it's DEX bonus until your next turn (greatly enhancing Anton and Dan's ability to shred it if it's a DEX based AC :)
7) Dodging Panache-take a step away from a full attacking enemy, forcing him to lose all iterative attacks :)

Needless to say, I really like the Swashbuckler.


I mean, do you guys even have 4,830 GP?


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Alright. Screw this. Here is what's happening. Right now as a one time thing you may change anything you want about your character except for their name and race as a one time free rebuild. This is in light of Tibideau leaving the party and the Drosil stuff. Everyone can take advantage of this. Please post any changes you decide to make to your character in the discussion thread. If you don't want to change anything, that's fine too. Obviously, you are stuck with whatever gear you have.


retired (arc completed)

That's really generous of you, Jelani! Thanks =)

---

Dros, if I might weigh in on your proposed changes, if you do stick with just changing your archetypes - keep in mind that soon you'll be able to apply sneak attack damage after moving just 10 feet (not just on a charge).

If that's a direction you want to go, you might consider spring attack over the cornugon smash/dazzling display stuff.

---

I listed and linked to what we were able to recover from the schloss up above in case anyone missed it. There's a staff that needs to be identified that we can hopefully sell to pad our meager coffers.


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

wait no. staves are the bestemest use of cash ever conceived. :/


retired (arc completed)

Well, yes, once it's identified we may want to keep it, but Ashan'll likely be our only reliable means of recharging it. That being said, if it'll fetch a decent bit of coin and allow us to pick up a desired item for each of us, I'd be in favor of that over keeping the staff.


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

oh, I was being truly facetious. Staves are SOOOOOO Expensive they are hard for me to justify their 'keeping'


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

Who can identify it? Unless it's something really amazing I say sell.


retired (arc completed)

Tibideau could, which is way I passed it off to him in the gameplay thread. I was hoping Jelani would GM the situation like I would; which is to say that he'd not care to bother with the rolls and just have Tibideau identify it =P


retired (arc completed)

Jelani, as bit of retcon prior to our returning from the schloss, would Count Caromarc have been willing to create a homunculus on Dantrian's behalf at cost (1,050 gp)?

I liked how you did Waxwood so much that I'm totally hung up on the idea now.


Half-Elf Spirit Ranger 8 (HP 33/68; F+8, R+8, W+4 (+1 vs. Arcane); AC 25/12/23; Perception +18, Sense Motive +2, Initiative +2)

As I read the rogue, I wish they had made it a melee debuffer capable of laying out status conditions. Some of the rogue/ninja/slayer talents go in that direction, but they need more, need to last longer, and need to be able to apply more than one at a time.

Imagine if the rogue talents allowed you to apply status debuffs with sneak attack, perhaps 1 at low levels, 2-3 at mid tier, and 4-5 at higher tier. A rogue slips out of the shadows and instead of doing a good bit of damage, he hits you and suddenly you're entangled and shaken or you're deafened and bleeding. Heck even confused. A high level rogue could make you confused, fatigued, unable to make AOOs, and blinded all with a single hit. Tell me that wouldn't draw some attention from enemies and you're going to have a heck of a time hitting that rogue back.

You could even allow them to emulate spell effects like suppressing morale bonuses (no more rage or paladin aura), applying negative levels, making them slowed, a hold person-like effect, or even giving the opponent arcane spell failure. Basically they could be the melee version of the Witch.

Anyway, rant over. Now to take advantage of Jelani's rule to turn Janos into a bookish wizard!

Kidding, of course. Kendra would dump him.


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

B'yelka the gunslinger?


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

I'm pretty happy with Anton. I might retcon to have taken the Divine Hunter archetype because I think it frees up a feat since I would have precise shot for free. I'll think on it and update over the weekend if I do make a change.

EDIT: actually I just looked over the archetype and I wasn't that impressed :/


B'yelka Morfaine wrote:
B'yelka the gunslinger?

That'd kinda be stepping on Anton's ranged toes, no? Also your buffs/heals/singing frequently save the day. I be very cautious to move away from that if I were you.


Male Human Paladin 8 | HP 36/53 (68)| AC 18 FF 15 T13 | Saves +11/+10/+10 | Init + 4 | Percep + 2 | Dip +14 | SM +10 | KR +6 | Heal +3 | HA +7 | HePo =0

With the lower wealth in this campaign and subsequent lower magical items, your buffs make up the deficit left by us nit having +2 weapons etc


Female Human (Chelaxian) Bard (Diva) 8 | HP 51 | AC 19 FF 17 T13 | Saves +3/+8/+6 | Init + 8 | Percep +11

Completely being silly. I have no intention of changing or slowing down perfection. ;)


Male Fetchling (World Walker) Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]

Well, hrm. It would've been easier if you hadn't been quite so nice, Jelani...:-P Still, I might as well play this out.

Right now, we've got Dantrian able to soak more damage than any two other people and do a hefty chunk of damage besides, Janos able to do a significant amount of damage in melee as well, Anton as a ranged demigod, and B'yelka boosting everyone to almost superhuman levels.

Assuming that everyone else keeps their characters the way they are, and that Robert's character doesn't throw too big a wrench into things, the thing that I find most lacking, at this point, is that we have no serious arcane power with Tibi gone.

My question, then, is do I:
- keep Drosil largely the same, switching out archetypes and relying on the increased SA damage to keep him viable (though whether to do so via Spring Attack/Scout's Charge or Shatter Defenses remains to be seen),
- alter Drosil a bit more, switching rogue out for swashbuckler (probably flying blade archetype), and having more consistent damage and some other abilities besides, or
- alter Drosil a bunch and remake him into some arcane casting class. I'm personally thinking either summoner (master summoner - sorry, the cheese is a bit thick on synthesist) or arcanist (occultist), but if anyone has other suggestions, I'm open to them.

Personally, I feel that I would enjoy the character that resulted from any of these changes; they would all solve, in some way or another, the problems I'm having with Drosil.

That said, from an RP perspective, I feel that keeping Drosil largely the same (rogue or swashbuckler) is the best way to provide continuity in the campaign. From a party benefit perspective, however, I think changing his party role (to arcane caster/summoner) might be most beneficial.

I'd like to hear what the rest of the party has to say. If you feel that the storyline continuity trumps party usefulness, then I'll go with rogue or swashbuckler. If not, I'll go with summoner or arcanist.

Any comments welcome, as well.


retired (arc completed)

I think Pedwiddle's levels of fun-having with his character out weigh storyline continuity and party usefulness combined, dude.

That being said, if you did want to go in a totally different direction, I think it might be a bit less narratively jarring if that were done via a new character. But again, if you'd have more fun with a fully retinkered and rejiggered Drosil, than that's what I'd prefer you do.


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Master summoner is probably the only thing more cheesy than synthesist, but okay.

With the right feats, at your level you could easily field 10-12 augmented celestial tigers AT ONCE. Each one lasting for seven minutes. Then stand there invisibly buffing them.

I was playing a master summoner in our real life game, and it got so ridiculous that I voluntarily asked if I could switch to vanilla summoner to tone down my power level.

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