GM Choon Presents: The (Gestalt) War of Dragonfires (Inactive)

Game Master Choon

Current Battle Map


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GM_Panic wrote:

If and I say If any of our PCs make it out this death trap of a battle don't be surprised if our PC treat the new PCs coming in as vets meeting the"fresh meat" in a very "Nam" way. Not being mean but until you have survived a battle in the trenches you ant got no history. Hehe.

"Where surrounded Sir."

"Where meant to be surrounded son, where paratroopers"

That was also a defense distancing mechanism to make sure not to start a friendship with that person so when they died, it was easier to move on.

A healer type, I will put that on my list ... probably a Paladin(Divine Hunter)/(Wisdom) Life Sphere Incanter(Channel Specialist)

My Armorist/Incanter build does have the Life Sphere but probably need more like the above?


yeah...i should probably swap my SK levels to Shifter...


GM Choon wrote:
I know a build that would keep youall up through that without breaking a sweat. No, I'm not going to tell you. ;)

Lol probably involves flying around while invisible and pooping all over the enemies. Zealot//Wilder seems pretty strong. Could still pop in 2 levels of paly for the great saves and just do zealot/paly on one side until I got that extra 50% healing with maneuvers for the knights disciple.

That would get me the ability to give an ally dr/-, take 1/2 damage from an attack as a free action for expending focus, and the share pain vigor combo using Martyrdom. Didn't see if the knight disciple has a way to give allies elemental resistances. However I can take maneuvers that do give you that temporarily and actually "share" them using that echoes of steel class feature.


I think I'm going to withdraw from consideration. The more I listen, the more it seems the game is setup for gonzo over the top uber min/max building and DPR olympics, which I really hate. Have fun ya'll.


It really isn't. You are walking into a deathtrap, and that naturally provokes a need to match the challenge. To survive. Thus a natural trend toward power. It is totally not necessary.


Yeah - some of the players are invested in the success of the mission and their character's survival, but there's no meta-game pressure to optimize. My guy isn't optimized at all (at least, on any intentional part of mine), but he's holding his own.


Honestly, I think just airdropping in characters would be really awesome.

Also, finished up the really rich commoner.

Ritch Commoner:

Race: Strix
+2 to Charisma
Medium
Normal Speed: Strix have a base speed of 30 feet on land. They also have a fly speed of 60 feet (average).
Low-Light Vision: Strix can see twice as far as humans in conditions of dim light.
Darkvision: Strix can see in the dark up to 60 feet.
Hatred: Strix receive a +1 racial bonus on attack rolls against humanoid creatures with the human subtype because of their special training against these hated foes.
Frightening: The strix looks particularly menacing and use this to its advantage, gaining a +2 racial bonus on Intimidate checks. This racial trait replaces nocturnal.
Tough: The strix receives a +1 racial bonus on Fortitude saves. This racial trait replaces suspicious.
Languages: Strix begin play speaking Strix. Those with high Intelligence scores can choose from the following: Auran, Common, Draconic, Giant, Gnome, Goblin, Infernal.

Saves:
Fort +8
Ref +2
Will +1

Attacks: +1 Longspear (1d8-2)
Ranged: -1 net

Str 7
Dex 10
Con 18+2
Int 7
Wis 8
Cha 16 (17+1-2)

Feats
Extra Traits:
-Rich Parents.
-Omen
Flyby Attack
Signature Skill (Intimidate)

[b]Skills[b]
Intimidate +15 (Cha +3, +2 race, +6 rank, +3 class)
Diplomacy +9 (Cha +3, +6 rank

[b]Bought Items (With gold from Ritch Parents): [b]
Net x10
Draconic perfume x4
Pole
Tanglefoot Bag x4
Gravelly Tonic x4
20 bear traps
Wagon, Heavy
39gp worth of food

[b]Minions:[b]
4 Mummies
-Witherfang
-Mantis Blade
-Extractor's Gloves + Ring of Far Strike
1 zombie

And here's my very rich commoner. With four mummies by his side, an instant fortress, flyby attack, a +15 going on +22 to intimidate, pop out, terrify, flee.
So this should be solid enough.


Trust me, the battle is a lot harder than you think. Just died without really doing much. Making saves is hard when the Paizo Dice Gods hate your account...


The dice did hate you. I feel bad about that. This would be over already if you had stayed up.


My hope is the GM will give us some down time so we can deal with the passing of our dead and meet the new troops.


Yes. Most of the time there will be a lull for things like that.


Would increasing the damage of the vitalist's soulthief's touch via sneak attack also increase the healing? It says

Quote:
A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to the damage dealt.

I'm trying to justify being a vitalist/alchemist. They don't mesh super well, but they can both fit into the 'creepy healer' archetype.


Burnscar wrote:
Would increasing the damage of the vitalist's soulthief's touch via sneak attack also increase the healing? It says
Quote:
A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to the damage dealt.
I'm trying to justify being a vitalist/alchemist. They don't mesh super well, but they can both fit into the 'creepy healer' archetype.

Sounds broken. I'd say no, fwiw.


Broken? Eh. It's 3+wis mod/d, and the damage is 1d6+1d6/3 lvls above 4th + 1d6+1d6/2 lvls above 1st sneak attack damage. So 5d6 at our level, or 3d6 extra healing.

I don't think that'd be broken. It's an 'oops, I'm in melee and don't have better to do with my turn anyway' type of thing.
Especially compared to just slapping Channel Energy onto a vitalist collective.

But YMMV, what do I know. It's probably contrary to the safest reading of RAW anyway.


As a Wilder//Zealot I think I could do better with the healing and damage prevention. Free action to reduce an allies damage by HALF, another free action to transfer damage to me that gets reduced. That damage is 5 hp per level, which I would only be taking 1 hp after share pain vigor combo with a psycrystal. Qualify for all psionic feats with my charisma score instead of wisdom. Taking a 5 levels in Knight disciple Paladin to empower my healing maneuvers and get access to guardians shield which is also free action(can improve that to give them protection from evil for it's duration).

Also I think if I add paly to that mix I can negate the penalties from Psychic Enervation using the Merciful Shield ability.

The only thing I don't like is that you don't get the network descriptor added to powers like the vitalist but I think some of the other things you can do might be able to replicate those powers to a certain degree and should be usable in the collective.


HP: 5d5 + 25 + 10 + 24 + 6 + 8 ⇒ (3, 3, 5, 5, 1) + 25 + 10 + 24 + 6 + 8 = 90

HP rolls for my next character. +25 for the 1/2 die, +10 for first level, +24 for Con mod, +6 for Toughness, +8 for Psionic Body.

Any idea on what you want to do about traits yet?


EDITED: To keep surprise.


I think you should stop trying to read the GM's mind. You might ruin the surprise. ;)


HAHAH sorry GM, Ill del that :P


OK, battle two complete! Congratulations to those who survived.
Any prepared and ready characters, or those who will be ready in the next day or so, may proceed to discussion to be included in the next fight and to gameplay to introduce yourselves at the command bunker.


Getting there.

Another HP Roll: 5d5 + 25 ⇒ (2, 2, 5, 4, 5) + 25 = 43


looks like we lost 3 pos 4 in that one, 1 MIA, 1 Dead, 1 bowing out, I missing player.

Fresh blood is needed hehe


5d5 ⇒ (5, 2, 5, 3, 2) = 17


All characters who will be involved in this fight, please post in.discussion so I can get a team roster in my head for last minute encounter tweaks

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