Black Addie |
Addie is updated. Changes made:
-Second Witch level gained.
-8 hp gained total (6 + 1 Con + 1 Favored Class)
-Cackle taken as 2nd level Hex.
-Will DC to resist Evil Eye Hex increased to 15.
-Two new spells known: took Enlarge Person and Summon Monster I, although if no one wants Enlarge Person cast on them, then I may change it to Comprehend Languages.
-Knowledge skills (arcana, history, nature, and planes) and Spellcraft maxed out for a total bonus of +9 in each. Use Magic Device maxed out for a total bonus of +6.
-Planning to scribe more scrolls at earliest opportunity.
Tal, I'm having a blast with this PbP. Thanks for running it! And to the other players, I'm really enjoying playing in this with you all!
Kevorin |
Addie is updated. Changes made:
-Second Witch level gained.
-8 hp gained total (6 + 1 Con + 1 Favored Class)
-Cackle taken as 2nd level Hex.
-Will DC to resist Evil Eye Hex increased to 15.
-Two new spells known: took Enlarge Person and Summon Monster I, although if no one wants Enlarge Person cast on them, then I may change it to Comprehend Languages.
-Knowledge skills (arcana, history, nature, and planes) and Spellcraft maxed out for a total bonus of +9 in each. Use Magic Device maxed out for a total bonus of +6.
-Planning to scribe more scrolls at earliest opportunity.Tal, I'm having a blast with this PbP. Thanks for running it! And to the other players, I'm really enjoying playing in this with you all!
Kev will certainly go for an enlarge person...easier to get/create flanks.
I too vote for the tiefling, although all concepts are great.
Morghrim Maestros |
Addie is updated. Changes made:
although if no one wants Enlarge Person cast on them
MEMEMEMEMEME
If it was on the Inquisitor spell list i'd have it already. Enlarged creatures with reach weapons= win.
Black Addie |
Kev will certainly go for an enlarge person...easier to get/create flanks.
MEMEMEMEMEME
If it was on the Inquisitor spell list i'd have it already. Enlarged creatures with reach weapons= win.
Awesome! Enlarge Person will be on my 'Spells Prepared' list from now on!
Valeron Legis |
+1 for Enlarge Person. If I could get Strength domain with Iomedae, I'd have picked that up, but alas...
I'm torn on new party member.
The ranger strikes me as more damage-dealing and tracking, which Morghrim is covering well. As a TWF fighter, its a drop in replacement for Cadwyn with less HP and no fighter ability to move quickly in heavier armor. Although tiefling could be interesting if we are about to confront a gang of tieflings.
I like the Oracle because I've never seen one in actual play, so part of me wants to see it playtested. I also have another game with Setesh's player and he's a solid, consistent poster, sometimes posting 4 replies in one day, which biases me greatly for a fast moving game. I also like the Oracle has a good Cha score, which we don't have a lot of - and I now realize the 2nd installment may want us to have more "presence" there than the Ranger's 6 charisma?
On the cavalier, his background is solid and well motivated to join the resistance. His ability to "challenge" (taunt) is pretty slick, and I'd love to see another APG class in action. I have another game with a cavalier, but it's a gnome, so this would let me see another take on this class. He hasn't picked a feat yet, but I see he has a trip weapon, which I assume will be a field day for Morghrim, who will likely take Combat Reflexes and be AOOing anyone tripped like a madman. Plus it's solid for Kev too since he'll be able to sneak attack without a flank in situations where he can't get the flank. So he has vote for good background and best combat mechanics synergy if he ends up going after Improved Trip in addition to being the taunting meatshield.
Valeron Legis |
Oh, and I finished leveling up, too. Very simple for me, as Cleric 2 was just 4 skill ranks, 1 BAB, 1 cleric spell and 2 saves improved.
I put 1 rank into Linguistics to pick up Infernal which I meant to do at 1st level to represent Valeron's experience in the Westcrown legal system, which I assume is a bunch of texts of infernal. Otherwise, just improving skill pre-reqs for Inheritor's Crusader and Diplomacy again (up to a whopping +12... I want my 32 check!)
DM Talomyr |
Valeron - Thank you for the well thought out reply, particularly after being put in the difficult spot of the making the final vote from the players in the game.
So with that the final vote amongst the players was Bron 3: Quei 2. My gut reaction before listening to each of your opinions on the matter was to go with Bron. So that being said, the majority of the existing party's thinking is along with mine.
I guess I'll head over to the recruitment thread and let Bron know.
Thank you all for the input.
Valeron Legis |
Shiny new GMG was on my doorstep.
Let's see what it would call us.
1d100 ⇒ 58
1d100 ⇒ 62
1d100 ⇒ 28
1d100 ⇒ 33
1d100 ⇒ 56
58 and 62 on "first and third columns" would call us "Contagious Silver".
Additional rolls yield:
Column 3, "28" = Moonlight,
Column 4, "33" = Monster-Slayers
Column 5, "56" = Wayfinders
Wow - it actually generated "Moonlight Monster-Slayers" for us after our last encounter. That's coincidence!
We can only hope that we'd be Contagious Moonlight Monster-Slayers, right?
It's like a Harrowing!
Bron Lenthaven |
Well, wasn't really planning to go Tripper with this guy, but it is an idea. For those interested, I get tactician feats plus an ability to share it with others once per day. But if you are interested, you can take the same feat as one of your feats per level and get the benefit of that feat whenever we work together. I currently have Precise Strike written down, which grants 1d6 precision damage when flanking with someone who also has that feat.
Morghrim Maestros |
Well, wasn't really planning to go Tripper with this guy, but it is an idea. For those interested, I get tactician feats plus an ability to share it with others once per day. But if you are interested, you can take the same feat as one of your feats per level and get the benefit of that feat whenever we work together. I currently have Precise Strike written down, which grants 1d6 precision damage when flanking with someone who also has that feat.
We should probably work together in terms of deciding appropiate teamwork feats as we level, as I will be getting them frequently, although the Inquisitor is a 'selfish' teamwork feat user. The extra D6 damage teamwork feat is the one I am taking next level, and if you can grant it to everyone else when needed i'm sure Kevorin would love you.
I can switch my most recently gained teamwork feat around at will anyway, but at level 6 Precise Strike will become my first permanent one.
DM Talomyr |
Character sheet finished and ready to go once you give the word Mr. DM.
Bron, welcome to the game. I have made the first post that involves your character HERE. Feel free to join in.
Wart |
2nd level changes to Wart:
- HP: going for the roll: 1d8 + 1 ⇒ (6) + 1 = 7 EDIT: WOOT! +7HP
- +1 BAB
- +1 Fort
- +1 Ref
- Discovery [Precise Bombs]
- Poison Resistance +2
- Poison Use
- +1 1st Level Extract per Day [5 total now]
- +7 skill points: [+1 Craft(Alchemy}{+10}; +1 Disable Device{+7}; +2 Disguise {+4}; +1 Sleight of Hand{+7}; +1 Spellcraft{+8}; +1 Stealth{+11}; +1 Use Magic Device{+7}]
- +1 Competence bonus to Craft(alchemy) [now +2 total]
- +1 Extract Known [True Strike]
- +1 Bomb per day [5 per day total]
- DC for Reflex save vs. Wart's Bombs = 14
- DC for Fort save vs. Wart's Mutagen = 14
EDIT: Switched skills around
EDIT: finished updating, please make mention if i forgot anything.
Black Addie |
Bron Lenthaven wrote:Character sheet finished and ready to go once you give the word Mr. DM.Bron, welcome to the game. I have made the first post that involves your character HERE. Feel free to join in.
I'll second Talomyr's wishes. Welcome aboard, Bron!
Wart |
How long has it been since the fight last night with the shadowbeasts?
I was thinking we had time for resting and more than 8 hours between, but I can edit Wart to show if that is not the case.
Also, I reread the APG, may I get a ruling on the refresh mechanics for alchemists? Is it like wizards (8 hours rest, temporarily lose spell slots for those cast within 8 hours), or like clerics(replenish once a day, temporarily lose spell slots for those cast within 8 hours), or am I missing something from the APG?
DM Talomyr |
How long has it been since the fight last night with the shadowbeasts?
I was thinking we had time for resting and more than 8 hours between, but I can edit Wart to show if that is not the case.
Also, I reread the APG, may I get a ruling on the refresh mechanics for alchemists? Is it like wizards (8 hours rest, temporarily lose spell slots for those cast within 8 hours), or like clerics(replenish once a day, temporarily lose spell slots for those cast within 8 hours), or am I missing something from the APG?
I believe you all said you were heading to Rego Cader late enough in the day that you would have had 8 hours of rest.
Since alchemists are technically "arcane" (or at least I think they are) let's say the mechanic is like a wizard until (if?) the final version of the APG tells us differently.
Valeron Legis |
The way I read our timeline would have been.
10PM to Midnight: Shadowbeast hunting, meeting with Bluehood.
Midnight-6AM: Sleep for Valeron. Addie and Wart can sleep to 8AM for a full 8 hours of rest.
6AM-7AM: Prayer
7AM-8AM: 15-minute morning service, breakfast, longsword training.
8AM-Noon/1PM: Shopping, scroll scribing, lunch.
Noon/1PM: Off to Rego Cader.
As a cleric, I assume Valeron operates on 6-7 hours of sleep since I personally can sleep that much with little fatigue. His morning routine is sacred to him, and he wakes like clockwork. His only stipulation for spell preparation is an hour of prayer.
As an aside, I can't wait for the APG to see the final version of all the classes and the options that will open up for the core classes... only ~4 weeks for subscribers!
DM Talomyr |
As an aside, I can't wait for the APG to see the final version of all the classes and the options that will open up for the core classes... only ~4 weeks for subscribers!
Since I will want our APG characters to update to the final versions of their respective classes, I think I will give our core class player's the option to "re-tool" their characters with some of the options in the APG for the core classes if they so choose.
Valeron Legis |
Kevorin is appreciative of the thought on the masterwork great axe, but he is currently saving up for a masterwork chain shirt.
Before I forget... hate to meta-game but if we're going to be fighting thieves and rogues in the Bastards of Erebus, I'd expect to find a medium-sized masterwork studded or chain shirt that would be earmarked for Kev, saving us paying full price for the armor and avoiding selling it for half.
Kev would be the only melee without a MW weapon (Morg, Val and Bron all have one now).. but you never know maybe there's a tiefling with a +1 axe coming up. I'm eagerly awaiting the next breastplate.
Valeron Legis |
Since I will want our APG characters to update to the final versions of their respective classes, I think I will give our core class player's the option to "re-tool" their characters with some of the options in the APG for the core classes if they so choose.
Oh you tease -- there's like 60 new subdomains I'm drooling over!
DM Talomyr |
I'm UK based, and another member of my gaming group is getting the APG; so i'm not likely to see it for months...
I don't believe a whole lot is changing on the inquisitor, other than simplifing the judgement mechanic. I believe they are making into a level dependent flat bonus as opposed to the round by round increasing mechanic.
Obviously, what ever changes I'll be sure to let you know.
Alexander Kilcoyne |
Alexander Kilcoyne wrote:I'm UK based, and another member of my gaming group is getting the APG; so i'm not likely to see it for months...I don't believe a whole lot is changing on the inquisitor, other than simplifing the judgement mechanic. I believe they are making into a level dependent flat bonus as opposed to the round by round increasing mechanic.
Obviously, what ever changes I'll be sure to let you know.
Damn. I liked the increasing bonus, it made it very tactical.
Valeron Legis |
Casting Raise Dead...
For APG retooling, I'm definitely looking at the cleric subdomains
Folks are welcome to chime in on meta-gaming advice here, I'd obviously have picked up a "Valor" sub domain if it existed, but it doesn't :)
Here's the three I'm looking at the most.
Tactics: Seize the Initiative - grant an ally 2 rolls for their Initiative 3+Wis/day
Light: Blinding Flash - standard action to blind creatures within 20ft of lower HD for 1d4 rounds if they fail a Fort Save, 3+Wis/day
Honor: Honor Bound - Touch a creature to give it a new chance to save vs an enchantment. If Valeron fails the save himself, he can use this ability as an immediate action to roll a second save attempt. 3+Wis/day
I'd be looking at Light to replace Sun. Thematically it feels OK, since we're bringing light to the shadow beasts.
I'd be looking at Honor or Tactics to replace War. Both thematically feel better for Valeron, and give him a better domain power at 1st level than the "rage touch bonus to damage" he currently has.
My tendency is to go for Light and Honor, they just "feel better" than Sun and War for the character concept and campaign. If Talomyr's cool with it, I'd be happy to revise in time for the Tiefling Lair Assault.
DM Talomyr |
My tendency is to go for Light and Honor, they just "feel better" than Sun and War for the character concept and campaign. If Talomyr's cool with it, I'd be happy to revise in time for the Tiefling Lair Assault.
Go for it. As for the rest of the group:
I've informed Morghrim of the changes to the Inquisitor in the main thread.
Bron, the Cavalier seems to be the same as the final playtest.
Wart, Valeron had informed you of the changes to the alchemist earlier if I'm not mistaken.
Addie, has been informed of the same for the Witch (again, if I'm not mistaken.)
That leaves Kevorin. You have a barbarian/rogue, and there are class archetypes for both. Do you have access to the APG or do you need a run down of what's available. I could certainly see Kev going for the scout variant of the rogue, but that's a decision he doesn't have to make until 4th level rogue.
Kevorin |
Valeron Legis wrote:My tendency is to go for Light and Honor, they just "feel better" than Sun and War for the character concept and campaign. If Talomyr's cool with it, I'd be happy to revise in time for the Tiefling Lair Assault.Go for it. As for the rest of the group:
I've informed Morghrim of the changes to the Inquisitor in the main thread.
Bron, the Cavalier seems to be the same as the final playtest.
Wart, Valeron had informed you of the changes to the alchemist earlier if I'm not mistaken.
Addie, has been informed of the same for the Witch (again, if I'm not mistaken.)
That leaves Kevorin. You have a barbarian/rogue, and there are class archetypes for both. Do you have access to the APG or do you need a run down of what's available. I could certainly see Kev going for the scout variant of the rogue, but that's a decision he doesn't have to make until 4th level rogue.
Don't have my APG yet. I might have a look at some archtypes, but at the moment, I do have a list of all the APG feats, and I think I saw a couple there that interested me. I'll let you know ASAP
Alexander Kilcoyne |
Talomyr, i'm likely to want to tweak a racial trait or two to better fit Morghrim. I assume the new spells are open to him as well (obviously he'll have to replace one of his spells known)-
Edit: Actually i'll just listall my proposed changes for you to say yey or nay to.
Spells- Replace Light with Brand (Level 0), Replace Cure Light Wounds with Wrath (Level 1)
Feat- I#d like to take this feat to replace Dodge if possible-
You are especially resistant to magic.
Prerequisites: Dwarf, hardy racial trait.
Benefit: You receive a +4 racial bonus on saving throws
against spells and spell-like abilities. This replaces the
normal bonus from the dwarf ’s hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on
saving throws against spells and spell-like abilities.
Hmm not as many changes as I thought. Really disappointed theres no Dwarf Inquisitor favoured class mechanic.
Kevorin |
I can see Kevorin going the Dirty Trick line, so at 3rd level, he'll probably take Improved Dirty Trick. He was going to go the Improved Feint line, but it's going to take a long time to amass that many feats. I also want Extra Rage for him. Barbarians with 10 constitutions don't have the best raging potential on their own.
As for scout, Kevorin will obviously be a rake.
Actually, I'm curious about the Thug archetype for him, or possibly the Breaker (or both!).
Talomyr |
Talomyr, i'm likely to want to tweak a racial trait or two to better fit Morghrim. I assume the new spells are open to him as well (obviously he'll have to replace one of his spells known)-
Edit: Actually i'll just listall my proposed changes for you to say yey or nay to.
Spells- Replace Light with Brand (Level 0), Replace Cure Light Wounds with Wrath (Level 1)
Feat- I#d like to take this feat to replace Dodge if possible-** spoiler omitted **
Hmm not as many changes as I thought. Really disappointed theres no Dwarf Inquisitor favoured class mechanic.
Looks good. Go for it.
Valeron Legis |
For Wart, some other things to consider are alternate halfling racial traits.
Craven: +1 init, +1 attack when flanking, but -2 on fear saves, also +1 AC/+10 move when feared. Replaces luck.
Low Blow: +1 to crit confirm vs larger creatures. Replaces keen senses.
Outrider: +2 on Handle and Ride checks. Replaces sure-footed.
Practicality: +2 on one Craft or Profession skill, as well as on Sense vs illusions. Replaces fearless & sure-footed.
Swift as Shadows: Reduce Stealth penalty for moving by 5 and sniping by 10. Replaces sure-footed.
Underfoot: +1 AC against larger foes and +1 Reflex vs trample. Replaces luck.
Wanderlust. +2 on Know (Geo) and Survival. CL+1 when similar spells. Replaces fearless and luck.
Warslinger: Reload sling as free action. Replaces sure-footed.
Go Unnoticed - make a Stealth check against flat footed opponents in the first round of combat to hide from them. Requires small size and Dex 13.
Low Profile +1AC vs ranged attacks
Lucky Halfling - Roll an ally's save for them 1x/day
Master Alchemist +2 to Alchemy, and make stuff faster.
Looks like the alchemist's spell component pouch is actually:
Alchemist’s Kit: An alchemist with an alchemist’s kit
is assumed to have all the material components needed
for his extracts, mutagens, and bombs, except for those
components that have a specific cost. An alchemist’s kit
provides no bonuses on Craft (alchemy) checks.
Cost: 25gp Weight: 5lbs
There's also a portable lab for 75g, weighing 20 lbs, that grants +1 on Alchemy checks.
Morghrim Maestros |
Morghrim's updated. For everyones convenience, the new spells he uses have been spoilerified. I made the changes I mentioned above, including replacing the Inquisitor judgement mechanics and descriptions with the ones.
Good to go basically.
Valeron Legis |
Actually, I'm curious about the Thug archetype for him, or possibly the Breaker (or both!).
Battle Scavenger: No penalty with improvised/broken weapons, +1 damage with these for every 3 levels beyond 3rd. Replaces trap sense.
Frightening: Increase duration of demoralize by 1rd, if 4+ rounds, becomes frightened for 1 rd, replaces trap finding.
Brutal Beating: Forgo 1d6 sneak dmg to make target sickened for rds = 1/2 rogue level, replaces trap sense
The racial trait change I like for half-orcs like Kevorin is you give up your +2 Intimidate for +1 Acrobatics & +1 Climb.
Kevorin |
Kevorin wrote:Actually, I'm curious about the Thug archetype for him, or possibly the Breaker (or both!).** spoiler omitted **
** spoiler omitted **
The racial trait change I like for half-orcs like Kevorin is you give up your +2 Intimidate for +1 Acrobatics & +1 Climb.
Kev isn't giving up his +2 to Intimidate since his whole build is going to be around intimidation (and feinting)! He'll definitely take that thug archetype, Talomyr. No question now. Makes way more sense for him than having that stuff about traps.
Talomyr |
Darn. From perusing some other threads, it looks like the Witch loses Prestidigitation and Grease. Looks like I'll need to re-assess my spells...
BTW, can anyone tell me anything about the Patron Themes? Thanks!
It just decoupled the familiar type with the bonus spell type. Really you already have the concept of a patron in Addie's backstory.
If any of the Paizo folks are looking at this and feel that I'm posting too much information, please delete the post. It is not my intention to give away your IP.
At 1st level, when a witch gains her familiar, she must also
select a patron. This patron is a vague and mysterious force,
granting the witch power for reasons that she might not
entirely understand. While these forces need not be named,
they typically hold inf luence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron
adds new spells to a witch’s list of spells known. These spells
are also automatically added to the list of spells stored by
the familiar. Spells marked with an asterisk (*) appear in
Chapter 5 of this book. The spells gained depend upon the
patron chosen. Each patron is listed by its theme. Its actual
name is up to the GM and the witch to decide.
Agility: 2nd—jump, 4th—cat’s grace, 6th—haste,
8th—freedom of movement, 10th—polymorph, 12th—cat’s
grace (mass), 14th—ethereal jaunt, 16th—animal shapes,
18th—shapechange.
Animals: 2nd—charm animals, 4th—speak with animals,
6th—dominate animal, 8th—summon nature’s ally IV,
10th—animal growth, 12th—antilife shell, 14th—beast shape
IV, 16th—animal shapes, 18th—summon nature’s ally IX.
Deception: 2nd—ventriloquism, 4th—invisibility, 6th—
blink, 8th—confusion, 10th—passwall, 12th—programmed
image, 14th—invisibility (mass), 16th—scintillating pattern,
18th—time stop.
Elements: 2nd—shocking grasp, 4th—f laming sphere,
6th—fireball, 8th—wall of ice, 10th—f lame strike, 12th—
freezing sphere, 14th—vortex*, 16th—fire storm, 18th—
meteor swarm.
Endurance: 2nd—endure elements, 4th—bear’s endurance,
6th—protection from energy, 8th—spell immunity, 10th—spell
resistance, 12th—bear’s endurance (mass), 14th—restoration
(greater), 16th—iron body, 18th—miracle.
Plague: 2nd—detect undead, 4th—command undead,
6th—contagion, 8th—animate dead, 10th—giant vermin,
12th—create undead, 14th—control undead, 16th—create
greater undead, 18th—energy drain.
Shadow: 2nd—silent image, 4th—darkness, 6th—deeper
darkness, 8th—shadow conjuration, 10th—shadow evocation,
12th—shadow walk, 14th—shadow conjuration (greater),
16th—shadow evocation (greater), 18th—shades.
Strength: 2nd—divine favor, 4th—bull’s strength, 6th—
greater magic weapon, 8th—divine power, 10th—righteous
might, 12th—bull’s strength (mass), 14th—giant form I, 16th—
giant form II, 18th—shapechange.
Transformation: 2nd—jump, 4th—bear’s endurance,
6th—beast shape I, 8th—beast shape II, 10th—beast shape
III, 12th—form of the dragon I, 14th—form of the dragon II,
16th—form of the dragon III, 18th—shapechange.
Trickery: 2nd—animate rope, 4th—mirror image, 6th—major
image, 8th—phantasmal killer, 10th—mirage arcana, 12th—
mislead, 14th—reverse gravity, 16th—screen, 18th—time stop.
Water: 2nd—bless water/curse water, 4th—slipstream*,
6th—water breathing, 8th—control water, 10th—geyser*,
12th—elemental body III (water only), 14th—elemental body
IV (water only), 16th—seamantle*, 18th—tsunami*.
Wisdom: 2nd—shield of faith, 4th—owl’s wisdom, 6th—
magic vestment, 8th—globe of invulnerability (lesser), 10th—
dream, 12th—globe of invulnerability (greater), 14th—spell
turning, 16th—protection from spells, 18th—mage’s disjunction.
0-Level Witch Spells—bleed, dancing lights, daze, detect
magic, detect poison, guidance, light, mending, message, putrefy
food and drink*, read magic, resistance, spark*, stabilize, touch
of fatigue.
1st-Level Witch Spells—beguiling gift*, burning hands,
cause fear, charm person, chill touch, command, comprehend
languages, cure light wounds, dancing lantern*, detect secret
doors, enlarge person, hypnotism, identify, ill omen*, inf lict
light wounds, mage armor, mask dweomer*, mount, obscuring
mist, ray of enfeeblement, reduce person, sleep, summon monster
I, unseen servant.
Spells marked with * are new to the APG
Valeron Legis |
Oh yeah the Witch did lose Grease, huh?
Also appears to have lost Faerie Fire and Feather Fall.
Odd, you wouldn't think those 3 spells would have mattered that much!
-
1st-Level Witch Spells—beguiling gift*, burning hands, cause fear, charm person, chill touch, command, comprehend languages, cure light wounds, dancing lantern*, detect secret doors, enlarge person, hypnotism, identify, ill omen*, inflict light wounds, mage armor, mask dweomer*, mount, obscuring mist, ray of enfeeblement, reduce person, sleep, summon monster I, unseen servant.