Azlanti luck...insight is a good change and you are right they need more lower level divination spells..."Azlanti Foresight"?
Yep, none of the comments bother me, trust me I would rather have onest feedback that tears the spells apart than hear "oh its fine" and they suck!
I did think the spell was a little strong which is why is was looking for ways to keep it but lower the power level a bit.
I had thought the effect on larger creatures was balanced by the fact that a huge creatures can usually get out of a DC 20 STR check pretty easily but it's worth addressing when fixing the spell.
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
The spell "entangle" basically affects all creatures in the area with this condition and even if you save you are still in difficult terrain and must get out by the end of your turn or face another save. It is a first level spell.
Mine you have to hit, it only effects one creature, and it is a 2nd level spell. That being said, it does need to be altered. The mechanics I was going for don't translate well into the spell of trying to target the spell on movement of combat so few thoughts to make the spell better:
1. Remove the to hit and just make it a close range spell.
2. Change the spell save effect. Remove the target arms stuff and it just glues people to the ground. Save becomes your DC not a flat DC 20.
3. Gain the entangled condition on a failed save. Make the save and you get -2 on attacks and half movement for one round as the glue wears off.
Creature can make a new save each round as a standard action to break free and remove the condition but still have the after effect.
Basically this becomes a debuff spell for one target. I guess the question is, is this good enough for someone to take it as a 2nd level spell? If not I need to improve it some more.
I like the Azlanti Luck spell; it looks reasonably balanced in my opinion, and gives a wizard a reasonable alternative for a low level buff for a group. It doesn't scale well into upper levels, which is appropriate and consistent with other first level spells.
I think AK's comments on the glue spell are pretty comprehensive and I wouldn't have anything to add there.
I can't stress enough that the DC20 strength check is an odd mechanic (for a spell). I'm not looking at the spell right now but does it also allow an escape artist check to get out of it too? DC should be set by the spell and caster, not arbitrarily decided to be 20 :).
DM, I like 1, 2, and 3 all together :). I think it would still be ok as a level 2 spell with those changes. Entangle is very strong for its level, but its also not a fair comparison. Its a Druid/Ranger goodie.
Nim, here is your bonus feat from Sasha. I know it is pretty much precise strike...except it is better since they don't also have to take the feat. I think it is more in line with the combat focus you seem to be going for with your character.
Due to your training with Sasha and her knowledge with Mantis tactics she has shown you new ways to harm and bring down you opponents.
When you are flanking with Sasha or Wic you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack.
This bonus damage is not multiplied on a critical hit. You can only have two people at a time that you are trained with to fight as a pack hunter. You can replace either of both parts of your pack by training with that creature for 8 hours per day for 7 days.
After reading my last post, I hope no one took it as being snarky. :)
I now seem to have missed most of the discussion anyhow... but am in general agreement with the assessment done so far.
Thank you for the feat... my only concern is the lengthy retraining time, specifically with regards to my animal companion. It is my expectation that Wicewakan will be "replaced" quite regularly, either through death or by story elements. Although you have had no way of knowing, I had not planned on keeping any of Nim's individual animal companions long term, releasing them frequently to take on another.
I am mostly concerned that finding a week's worth of 8 hour a day training sessions may be very hard to come by for some long stretches in the future. Alas, I have no idea if this concern is valid with regard to this AP. This also applies somewhat to Sasha to some degree, as being an NPC raises longevity concerns for her as well. ;)
Just my thoughts.
DM, I updated Tragershen's memorized spells. Just FYI.
1st level spells: Mage Armor, Burning Hands, Sleep.
Sorry been away a couple of days. Baby not sleeping well thus wife and I are not sleeping well. Those of you with wives may know how hard it is to get away to do posts when your wife is cranky.
If all of our medium sized combatants have a magic weapon to use, Tragershen can carry it for his hand of the apprentice ability. But if we hit a monster that is high DR/Magic, would Anton be better off using it with the size penalty?
Anton is in the middle of re-re-evaluating his abilities and how best to contribute. (Regardless, you probably won't see him use Power Attack again.) At this time, his primary interest in the dagger would be as a replacement for his trident.
If it's treated in his hands like the Medium dagger that it is, then he would have 1 less attack bonus than with his trident; but then it would also be useful for overcoming DR/slashing, so his mundane Small dagger would be relegated to whittling tool and hidden backup. Either way, it would still have the same average damage per hit as his trident (but with a higher minimum), while adding the ability to overcome DR/magic (which he has no other way of dealing with).
So basically, if anyone else wants it, it's theirs; if not, Anton will be happy for the modest upgrade.
Me and my big mouth! Now I have to explain.
Anton ended up using his reach weapon more than anything, and after Nora's death, I made the somewhat emotional decision to take the Two-Handed Weapon style. However, it has shown its limitations in the need to constantly step back to make use of the AoO potential, not being able to hit flyers, needing to close at his slow speed before hitting anything, having difficulty finishing faster opponents who simply walk away, and just not playing to his strengths.
I made a good case, and our DM has generously granted one absolutely, positively last and completely final change: his ranger combat style. I've been driving myself crazy with it actually. Ideally, I'd rather not even do it, if I could see how to make it work as-is.
Combat Reflexes and Stand Still seem like a good combo for a high-Dex front-liner... except for his low Str that would hurt the combat maneuvers, as it's hurting his attack rolls. And any animal companion tough enough to tank for him wouldn't be able to keep up with him stealthing in the jungle, which would irk me, due to thinking of them as virtually inseparable.
Anton also started out as a mounted character, before Clopper sank with the Jenivere. But now he has magic boots that make him one of the fastest things in the jungle (if he isn't wearing his breastplate, backpack, lucerne hammer, or javelins). Maybe someday he'll end up mounted again; but for now, he'd be better off just getting lighter armor once they get off this island, shuffling his gear around some, and letting his animal companion carry the backpack.
I could be wrong, but right now it looks to me like Archery is the choice that fits him the best. He's seen the importance of battlefield mobility, and I don't want to spend two feats just to load a sling staff as a free action -- not even one-handed and without provoking. Point-Blank Shot, Deadly Aim, Weapon Focus (longbow) and Point-Blank Master by 6th look to me like they'd fit his front-line nature and lust for damage, while using his strengths instead of trying to shore up a (literal) weakness.
But seriously, I've been driving myself crazy with this. Now that I've spilled the beans, I wouldn't mind feedback, preferably spoilered (and gentle).
Just on the subject of the Sling Staff, a style I consider myself something of an expert on :). Its an absolutely brilliant weapon IMO, for several reasons-
1. Scaling strength. You get strength drained, you don't take a penalty to hit like you would with a composite longbow. You drink a potion of bull's strength or enlarge person, you can immediately use your higher strength (no messing around with a separate bow), same for rage.
2. The ammunition types available are cheap and allow for non-lethal damage as well as slashing damage (sharpstones).
3. The enhancements you place on it also apply when you use the weapon in melee (without the additional cost). Granted, its doing the damage of a club and with a poor threat range but essentially the versatility this grants means you rarely have to spend actions switching weapons and it makes you an ideal switch hitter- something rangers naturally excel at.
4. It takes a little feat investment, but using your switch hitting weapon in one hande while simultaneously wielding a shield in your other hand is hilarious at higher levels.
5. The Large Target feat makes your damage better than a composite longbow (take Big Game Hunter at mid-high levels too ;)) against a medium opponent and only gets better as you face larger opponents.
The only real two negatives is that you can't take Manyshot with it (although I don't see why you couldn't house rule that you can, your just putting more sling bullets in the cup at one time) and you can't get all the Ranger spells that focus on bows (Gravity Bow etc., although again an easy house rule, why would Halfling Rangers have not tailored the spell for their own unique weapon?).
It seems to me your problem would have been most easily dealt with by simply switching out Swift as Shadows and taking the Warslinger racial alternative. Theres never been an official yay or nay, but almost everyone applies it to a Sling Staff too. Paizo have been absolutely terrible and completely inconsistent in how they refer to slings in various feats, traits, etc.-
Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.
This replaces the sure-footed racial trait.
And as your not relying on Sneak Attack damage, a high dex halfling should still easily be able to snipe with it if he so wished.
Tldr- I believe Halfling Sling Staff Ranger is better than Halfling Archer Ranger, although there are tradeoffs. Either way, take the Archery combat style.
A. Swift as Shadows fits the character's other roles really well, and Warslinger would work poorly with Point-Blank Master because it provokes on reloading. And I think that's where he needs to be. Up front.
B. If he takes the sling reload feats first, then he wouldn't qualify for PBM in time and wouldn't get it all together until 10th. However, it would take until 9th the other way anyway, and it would just be frustrating to have Point-Blank Master (sling staff) without even Ammo Drop yet.
C. Anton won't get Ranger spells anyway, so there's no opportunity cost between longbow and sling staff in that regard. (A heavy sacrifice for what he got, but it made sense for the character.)
I'm still working on the order of which feats when, to make it work with a sling staff and be having fun with each feat at the time (instead of having to wait for it to pay off later). But I'm feeling a lot better now about the general choice, which is really just bringing it back to the original concept.
One of the perks for Ranger bonus feats is you don't need to meet any pre-requisites for them. This is usually used to get TWF on a low dex Ranger :P. The exception to this is actually Point Blank Master, which has a funny 'Special' pre-req.
Without taking Warslinger, a sling staff build is very, very painful. Swift as shadows is nice, but if you did want to go sling staff Warslinger was always the way to go. Halflings can afford the stealth penalties.
If it helps, I have a Halfling Ranger for a PbP. Hes performing extremely well with Warslinger trait, Rapid Shot, Large Target and Big Game hunter. I do plan on taking Ammo Drop and Juggle Load later, but only so he can reload one handed (and sport a heavy shield :P ). The fact Warslinger threatens is a very minor problem; if a 5 foot step doesn't solve it, I can always use the Sling Staff as a club instead :).
I actually find Point Blank Master a little redundant with a sling staff build, but I do enjoy whacking people with the staff a lot :P. If you want to purely focus on firing sling bullets, I suppose its a useful feat. Belril is also on the archery combat style.
Without spells, I definitely think the Sling Staff comes out on top.
Anton's focus is on his above- and below-ground scout roles, so the sling staff aspect is going to have to work around that. (Meaning possibly not being used; I'm back to the drawing board on the details.) Anyway, I really do appreciate your feedback very much. 8)
I agree. Also, let's give it up for our support characters! (Having played some, I know that they often don't get the recognition that they deserve.) Aedalis effectively did the most damage of anyone, by bumping up one of Anton's shots by 11; and Mihai both enabled Corbius to free himself, and cured the resulting damage (that would've been worse if he'd been pulled up farther). Well done and thank you!!
Heh, as long as next time isn't today. Anton's had his share for today- can't use it on him again now.
Truthfully, Aedalis underperformed due to spell choices and the range the cave fisher was at. That and i'm very conservative by nature with low level casters. Glad Anton got a 20 out of fortune though.
I know that Nim climbing the rope was a good insurance plan for if Corb got reeled in all the way to the fisher... but I thought I should point out for future DMNPCs that Nim carries 4 spears for ranged attacks if needed. :)
Am I to add the ring to Nim then?
Yes, the range was perfectly outside of Tragershen's regular bag of tricks.
I have no objection to the ring going to Nim.
I had no idea that Anton was so self-aware until that post wrote itself.
That reminds me: I've noticed the power of small, consistent habits before -- a little bit every day turns into a lot, just add time -- but I didn't put two and two together when I started PbPs. I always wanted to write stories, but didn't have the skill; and now I have found that writing a little bit every day is developing that skill a lot. I assume that's a common experience?
And now I need to figure out what to do with it...
FWIW, I looked up a few recipes first, and it's quite a bit more complicated IRL. At the very least, you'd cook the vegetables for 20-30 minutes first, and then another 5-10 after adding the crab. Of course, Anton is a halfling, sitting with a bunch of magicians in a birdman's shack, which is the carapace of an enormous crab. So, I've just been having it all cook at the speed of plot.
Is the Advanced Race Guide going to be an allowed source? Will any retcons be allowed?
Not necessarily wanting any. Just want an FYI request.
I don't have a copy so I would prefer not to use it unless someone dies and then comes back as a different character and I have had a chance to review it.
Cool. The only alternative that I can see is basically the same thing, except that we all go up the center and you call for help if you need it.
That might actually be a more optimal plan, but it would take someone else to champion it, since Anton would want to protect the squishies.
Take out the bad guys, rescue the good guys and get the girl. If that plan is good enough for nearly every action movie for the last fifty years, it is good enough for us! :)
As far as stacking I am going to allow that as well for the time being with the right to change my mind. They are two different abilities and as Alex has mentioned, Bit of Luck seems to be a little more powerful than Fortune anyways. Here is how it should be laid out.
You have been given Bit of luck by Mihai as well as Fortune by Aedalis. You know you will be rolling 2 d'20's for each roll. You are hit by a Slay Living spell (please expect this quite often).
You choose to use Fortune on this roll as well. You get the Regular roll, followed by the Bit of luck added d20, followed by the Fortune roll. It is still a crap shoot somewhat, but you get 3 rolls taking the best of the three. Thanks!
Repeated ruling for clarity - stacking to give best of three rolls on the roll chosen for Fortune.