GM Tektite's Emerald Spire (Inactive)

Game Master Feral

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Check in here.


Checking In.

How is this going down? Homebrew rules/PFS rules? New PFS characters or campaign characters? Etc.


Emerald Spire was only sanctioned to be run in module mode with PFS characters, (no campaign mode).

My intention is to run all 16 levels, so if you (the group "you") plan on playing all the way through, you should make a first level character.

I'll post it later, but there are sixteen levels, but you can only take a PC to Level 13, so there are about six levels where slow track is recommended if you want to play the same PC through all of the Spire.

*Knowing this is a super dungeon, I created a dungeon specific archetype to play through the entire thing.

Either way, if you plan on the long run (which will take a long time on PbP!), I'd suggest creating a PC specific to this dungeon.


Ok, I think I understand. Standard PFS character at level 1. Dungeon crawler classic. Build character around that. Loot works just like PFS then?

Character Ideas (Open to Playing Any of Them):

Sacred Fist Warpriest of Kurgess from Osirion - Melee Bruiser/Tank
Daring Champion Cavalier from the Bold Striders - Melee Glass Cannon
Necromantic/Transmutation Arcanist from the Linseed Tribe - Control/Support Caster

(If it isn't obvious, I want to try out some new ACG stuff. Hah)

With this, hopefully we can coordinate a pretty good party.


GM Bold Strider wrote:
Ok, I think I understand. Standard PFS character at level 1. Dungeon crawler classic. Build character around that. Loot works just like PFS then?

Sorry, I guess I didn't make that totally clear. Each level gives you a "module" chronicle sheet, 3xp, 4PP, gold, ect..

Since you'll level up after each dungeon level and there are 16 levels, you need to slow track a few levels in order to stay within the tier requirements.

Here is the Tier breakdown.

Level 1: The Tower Ruins 1–2
Level 2: The Cellars 1–3
Level 3: Splinterden 2–4
Level 4: Godhome 3–5*
Level 5: The Drowned Level 3–5*
Level 6: The Clockwork Maze 4–6
Level 7: Shrine of the Awakener 5–7
Level 8: The Circle of Vissk-Thar 6–8
Level 9: The Spire Axis 7–9
Level 10: The Magma Vault 8–10*
Level 11: The Tomb of Yarrix 8–10*
Level 12: The Automaton Forge 9–11*
Level 13: The Pleasure Gardens 9–11*
Level 14: The Throne of Azlant 10–12*
Level 15: Order and Chaos 10–12*
Level 16: The Emerald Root 11–13

The ones marked with asterisks are the levels suggested for slow play.

I hope we can get through this entire complex as a group, but, if you figure 3 months per level, that's four years!

*On the other hand, I've heard that people are getting through the upper levels in five hour slots, so maybe we can get a jump on the upper levels.

Scarab Sages

If we go for a full 13 levels with the same party..I think synergy will be rather important. I was thinking of a Shaman with Heaven's Leap to get melee people next to an enemy (preferably into flank) so they'd be able to full attack right away..but that only works if there's melee people around..no point in tossing a wizard right next to something like an ogre most of the time ;).


That would work well with my Sacred Fist, not so much with my Cavalier or Arcanist. (Cavalier is Order of the Flame and gets to move during the Initiative roll.)


Male Human

I haven't a clue as for a PC yet but if you want I could come up with a rogue-type of some sort, I assume one geared more toward finding traps and such. I'll take suggestions.


Hey guys, this is Gerald. Thanks for the invite, DM.

I have a celestial sorcerer I'd like to play, if that might work. She's got one xp already. However, I also have a zen archer monk with two xp. I could play whichever of them are best situated for the group.

But if we need brand new characters I'd be happy to create anything the group needs. Just let me know.


You do not have to be brand new, but if oyu start at 2nd level, you would need to slow track more often than suggested. Obviously, 1 and 2 xp PCs would just finish at 13.1 or 13.2.

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

Checking in. Looking at this character, probably going STR focus and two-handed weapon style if we don't have a lot of other melee types.


Looks like Sorcerer (Arcane), Shaman (Divine), Rogue-y, 2H Melee and whatever I choose? Is there only five players, Tektite?


No, I'm recruiting a sixth.


My sorcerer is celestial, GMBS. I think she will be ray focused, as PBS and Precise Shot will be really helpful in a dungeon setting. But, like I said, if you are feeling an Arcane role, I could use the Zen archer.


Oh, I don't mind what I play. I'm just trying to figure out what people are thinking for concepts. The three I posted above are my most recent creations, so I am excited to try out any of them. I might play the Sacred Fist with this setup.


Heya everyone! I'm number 6!

It looks like everyone is close to selecting their characters.

Gerald: Sorcerer (Arcane)
Revvy: Shaman (Divine)
RyckyRych: Rogue?
Soro: 2H Melee
Bold Strider: Warpriest (Sacred Fist)

Do we need a dedicated healer? Or a Bard or Skald?

RychyRych, if you aren't set on a Rogue Trapfinder, I think I might like that role, but I'm open to further discussion.


If I am going to play my warpriest, then I need some clarification on some ACG stuff for build purposes, if you don't mind GM Tektite.

1) How do Dragon Style/Dragon Ferocity/Horn of the Cryosphinx intertwine?:

---DS: Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
---DF: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus.
---HotC: Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your Strength bonus to the damage roll. A monk can use this feat as long as he is wielding a two-handed weapon or both his hands are empty.

They may all stack, but I think the likely interaction is DS/DF on non-charges like normal (2x Str on first/1.5x Str on rest) and DF/HotC on all charge attacks (2.5x Str). Thoughts?

2) Does the Monk and Sacred Fist AC Bonus ability provide the Wisdom bonus to AC twice?:

---Similarly named abilities from hybrid classes and parent classes do not give you twice the bonus, however the Warpriest parent classes are Fighter/Cleric, not Monk. Additionally, they provide untyped bonuses from the Monk and deflection bonuses from the Warpriest, so they aren't exactly the same.

Personally, I would think they don't give you Wis to AC twice and am ok with that ruling, just wanted clarification.

3) Do Monk levels and Warpriest levels stack for purposes of similar abilities like Flurry and AC Bonus (if they don't get two versions from the above question)?:

--Self explanatory, I would think.

I think that's all I have at the moment.


Interesting combination of feats. Out of personal curiosity, I had to break it down with bonuses. I think this is what you are looking at:

For simplicity, let's assume an 18 strength with a +4 bonus.
Upon a charge using Dragon Style (1.5x - +6), Dragon Ferocity (.5x +2), and Horn of the Cryosphinx (2x +8?): +16 to damage
1. I'm not sure the intention was to grant another +8 with Horn of the Cryosphinx. Maybe another +4?
2. If you throw in power attack, this gets more complicated. Is the PA bonus at the +3 for two-handed weapons or +2 for single-handed weapons? Looks like damage could get really crazy, being +20 or +22 with power attack starting at base attack +4 (level 6 for a warpriest if his levels count as monk to grab Crysosphinx, or level 9 otherwise).
3. If Horn of the Cryosphinx adds only +4, you're still looking at +12 damage (+16 or +18 with Power Attack depending on how that works).
4. I suppose the balance here is that Horn of the Cryosphinx only adds on a charge.
5. Also keep in mind these bonuses will likely be much higher if bull's strength and a magic bonus (amulet or magic weapon spell), putting the bonus up around +34 or +36 to damage (if Cryosphinx adds double strength bonus), or +28 or +30 (if it only adds strength bonus once).
6. Either way, it's a pretty powerful combination.
Personally, I think the higher damage doesn't seem right.
@Strider, which one of these options is how you think it might work?


I am thinking that (with your stat examples):

Charge can be either:

DS/DF/HotC: Dragon Style (1.5x - +6), Dragon Ferocity (.5x +2), and Horn of the Cryosphinx (+1x +4?): +12 to damage

Or

DF/HotC: Dragon Ferocity (1.5x +6), and Horn of the Cryosphinx (+1x +4?): +10 to damage. I lean towards this interpretation due to the phrasing. Dragon Ferocity says it adds, so it is compatible with everything. Dragon Style and HotC replace the original value, thus you would take the higher value, I think.

With Power attack, the bonuses from Dragon Ferocity have been confirmed to be +3 per four levels. "This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls." Unarmed strikes count as natural weapons and Dragon Ferocity means you add 1.5 times your Strength modifier on damage rolls.

EDIT: In theory, the parsing on HotC and Dragon Style could mean you do you normal damage and then add an additional 2x or 1.5x Strength, which would mean 3.5x/3.0x Str from just the feat by itself. I think this is poor wording however and it should replace the current Strength modifier to damage.


Ultimately, the character was built around the Criosphinx ability as I wanted to make an Osiriani character and that feat seemed cool. Everything else fell into place afterward.


Regarding Power Attack, do you get the +3 bonus with both Dragon Style and Dragon Ferocity? Also, does Dragon Ferocity (which gives a bonus based on 1/2 your strength) stack with Dragon Style (which increases your base damage by 1.5 on the first attack)?

I've never played a monk with it, but I am considering it for another game.

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

Here is Gerald's Celestial sorcerer.


Dragon Style and Dragon Ferocity do stack and, in my opinion, do give the bump to Power Attack, however I looked it up on the forums and it appears there is not a consensus.

Power Attack: "This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls."

Monk Unarmed Strike: "A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

Primary Natural Attacks: "Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls." Flurried unarmed strikes are done at full Strength bonus and full BAB (adjusted for iteratives), thus I would think Unarmed Strike would fall under primary natural weapons instead of secondary for what is allowed to affect it, or maybe it includes all designations. This is really unclear and seems nitpicky.

Dragon Ferocity effectively means that every flurried unarmed strike gets 1.5 times your Strength modifier on damage rolls. Monk's unarmed strike counts as a natural weapon for effects that improve natural weapon. Power Attack improves natural weapons that do 1.5 times your Strength modifier to damage rolls. From this, it seems logical that Dragon Ferocity bumps Power Attack to -1 to hit/+3 to damage, except in instances of secondary natural attacks or TWF offhand attacks (which would only be at 1x your Strength modifier with DF).


GM Bold Strider wrote:

If I am going to play my warpriest, then I need some clarification on some ACG stuff for build purposes, if you don't mind GM Tektite.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

I think that's all I have at the moment.

Sheesh! Give me homework on a Fri. night! ;)

I have something to do this evening, but I will look at it later tonight and in the morning.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

OK, I've created my run-of-the-mill rogue that maybe down the line I'll go arcane trickster or something with. This PC had 2 XP already when he was a witch but I didn't care for it. At least this way we'll have a wand of CLW available.

I'll update his pic and his profile in a bit.


It's not a huge deal at the moment, just letting you know my planned build on the character and that there isn't really consensus on these issues because there is no definitive answer. So, no rush :D


Looking over the group, I see we have a couple potential holes that might or might not need attention.

1. We don't have any "smart" characters, which means we'll be very short on knowledge skills, unless Revvy's rogue goes the Arcane Trickster route.
2. We have two characters that can heal, but both are melee-oriented, which means they'll likely only be doing healing between fights.

I'm thinking of building an inquisitor (maybe dwarven or halfling with a ranged weapon) to partially fill both gaps, but since I've never played one before I could use some advice.

Scarab Sages

About starting with someone who already has xp..I think I read somewhere that that will mess up playing all levels of this with the same character.

Since you need to play slow progression for parts of this, which you can't chance until you reach a full 3xp/level..so if you have xp already you are messing up your xp progress in such a way that you either always need to be on slow progress or never (I think..I could be wrong here) because you will always get 3 (or 1.5) xp here per chronicle/dungeon level..


Rah, I've been rethinking about trying an arcanist, if no one minded. This would be a perfect shot to try an ACG class and help with the intelligence skills. All the archetypes look so cool, but I was thinking of just going vanilla to try to get a feel for the base class.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Yes, that's true. There will be moments that the XPed PC will be slightly ahead. OK, I'll make a fresh name and dash number.

Regarding the knowledge skills, I could take a few as a rogue. He does have a 14 Intell and the rogue does get plenty of slots. I wasn't planning on it with this character but I could if you think it's needed.

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

OK, here is my 0 XP version of my rogue.

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

This is Gerald's 0 xp arcanist, rather than playing Reesa, the sorcerer.

I took the Quick Study exploit, thinking that it might serve us well in a dungeon, if we need to have a different spell in a pinch down there. I tried to pick a few spells in my spell book that could come in handy in certain spots, like Magic Weapon and Protection from Evil. If someone thinks a different spell would be handy in the dungeon, let me know and I'll come up with a way to add it to the book.

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

Is this going to be like Thornkeep in that we could come out of the place and get gear, have spells cast, etc?

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

I don't know. I was thinking there would probably times we couldn't come back out for one reason or another...


After looking through the Inquisitor options I've become a little attached to the idea of playing a Dwarven Preacher with the Tactics Inquisition. He would be primarily support with secondary abilities with ranged attacks and healing. And I might pick up a level or two in gunslinger later on.

Preacher (Archetype):

Some inquisitors wander the land to spread the true word of their faith. Often they come into conflict with those hostile to their teachings or to the preacher's need to help those who cannot help themselves. The leaders of evil or aggressive religions send these preachers into new territories to win converts and hopefully allies. Often, they start uprisings against powers hostile to their religion, or defend a group of honest believers from the depredations of the unfaithful.

Determination (Ex): At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it's worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor's AC higher than the opponent's attack roll, the attack misses.

Warning: When a preacher's ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. This ability replaces solo tactics.

Tactics Inquisition:

Granted Powers: It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.

Inquisitor's Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1).

Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks.


@BoldStrider: I haven't had a chance to looks at the feats yet.

@All: The Emerald Spire is six mile northwest of Fort Inevitable, (and regionally close to Thornkeep), so yes, you have a settlement failry close by.

The Fort is considered a small town (Base Value 1,300 gp; Purchase Limit 7,500 gp; Spellcasting 4th), so you do not have unlimited access to goods, but for this we will also consider that there is a Pathfinder "liason" for PP purchase purposes. After a level is cleared (module completed), you can purchase anything you want, but if you have to leave mid-level, we will use the town stats.

Grand Lodge

Dwarven Inquisitor 3/Gunslinger 1 | HP 34/34 | AC 19 F 16 T 13 | CMD 16 | Fort +7 Ref +6 Will +7 | Init +7 | Perc +10 | Sense Motive +8

After some thought I decided to go with the Inquisitor.


If you think the build is too crazy, I can always turn to my Daring Champion Cavalier. :D

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

Revvy's shaman here

I'll tweak him if needed if/when we reach level 2, should be good to go for now. Healing is a bit light though..1 cure light wounds, 1 goodberry and all the virtue's I can cast.


Everyone ready to roll?

@GMBS:

Last one first. As written, I think it looks like the AC bonuses stack, but I also know that it is being discussed and could possibly be changed/banned/ect.. (I don't think it was intended to stack) The flurry of blows, well I don't know. At most you'd gain an extra BAB?

As for the feats, truth be told, I'm not a rules parsing kind of guy. (Unless my PC is about to die, then my (EX) ability Last Gasp activates and I become hypervigiliant at reading spell descriptions and monster ablities. ;) )

All in all, it seems legit. I think your Unarmed Strikes are counted as primary and two-handed, so Power Attack, ect.. should work like it seems.

*All of this will work here, for now, but be aware that some of it could change based on rulings.

**I don't think it is "too" crazy.


Ok.

Will update character and not complain when/if rulings come down.

Character will be ready to play shortly.

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

Ready to roll.

As a side question (just to boost the healing we have) Goodberry has a duration of 1 day/lvl. If we had time to travel from where ever we started from is it ok to assume I cast a goodberry yesterday before bedtime and I have an extra supply of berries today ? I won't go so far as to had all of my yesterday spells been goodberries (unless we knew enough about our trip to plan this) but would 1 be ok? If not I'll just make due with the one I memorized for today.

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

If we need more healing, I could make Makkoa a white mage archetype, and get a few more CLW's throughout the day with my exploit. Thoughts?

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

Depends what you need to give up to get those, I expect we'll be fine once we get the prestige/cash to buy some wands..it's just that we need to survive long enough to get to that point.


Yeah, you just need to survive the first level, then everyone can get wands!

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

And a lot of us can use them, too.


White Mage Archetype:

Spontaneous Healing (Su)

At 1st level, a white mage can expend 1 point from her arcane reservoir to use one of her spell slots to cast a cure spell (any spell with "cure" in its name) from the cleric spell list as if it were on her spell list and prepared. The spell must be of a level the arcanist can cast. At 10th level, the white mage can expend 5 points from her arcane reservoir and a spell slot of at least 5th level to cast breath of life.

This ability replaces the arcanist exploits gained at 1st and 9th levels.

Greater Exploit

At 11th level, a white mage can select the following greater exploit.

Fast Healing (Su): A white mage can spend 1 point from her arcane reservoir and expend a spell slot of at least 2nd level to grant her allies the fast healing ability. Allies within 30 feet gain fast healing equal to 1/2 the level of the spell slot sacrificed. This effect lasts for a number of rounds equal to the arcanist's Charisma modifier (minimum 1).

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

Soro's all done except for finalizing equipment.


Sorry, had planned to put up an intro post last night, but got caught up with RL stuff, then fell asleep. A post will be up in a couple hours.

Scarab Sages

HP: 31/31 | AC 19 | T 19 | FF 17 | Fort +7 | Ref +5 | Will +10 | CMD 19 | Initiative +4 | Perception +12 | Sense Motive +5 | Heal +12 | Kn. (Arcana) +6 | Kn. (Religion) +4
Resources:
CLW: 50/50 | Channel 5/5 | Spells 3/3
Active Buffs:
--

Senma is ready for action!

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