KC's Age of Worms

Game Master Kobold Catgirl

The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.


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Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Okay.

Liberty's Edge

Male Underpowered Warrior 1

. . . I just realized we went an entire encounter with no one remembering Eben's and Astraden's horses.

Liberty's Edge

Male Underpowered Warrior 1

Also, KC, would you let me get my phylactery enchanted as a headband of Wisdom? Asking for the case-by-case evaluation here.


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Female Kobold

Hm...sure. I think my original position might've been a bit needlessly strict on that, too.

RPG Superstar 2010 Top 32, 2011 Top 4

I suppose technically, Lywerd and Grifter should have been reduced to horse-shaped piles of oozy goop by the doubled unholy blight/order's wrath spells.

Good thing we forgot about 'em!

Liberty's Edge

Male Underpowered Warrior 1

Well, unless they're secretly fiendish horses . . .

RPG Superstar 2010 Top 32, 2011 Top 4

Truthfully, I'd expected Grifter to be dead by now. Then when Eben got shadow conjuration (next level) every once in a while he was going to use it to cast phantom steed and insist, in spite of all evidence to the contrary, that he was summoning Grifter's spirit from beyond the grave.


Female Kobold

Well, if you take Grifter on the next adventure...

RPG Superstar 2010 Top 32, 2011 Top 4

An article I just found on the 'unknown depths' of the Lake of Unknown Depths. TL;DR: non-epic adventurers aren't going to be reaching the bottom anytime soon.

http://greyhawkery.blogspot.com/2014/08/the-lake-of-unknown-depths.html


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Between Magepoint being some kind of adventure's haven and the sprinkling of 3.5 spells, would it be possible to pick some of those up ourselves during our time here?

There's some old cleric spells that would be really nice.


Female Kobold

There will be a special opportunity to obtain custom items and the like in Magepoint, but let me know what you're considering.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I hadn't put much thought into custom items yet.

As far as 3.5 cleric spells I was considering the following.

1st

Conviction
Resurgence

2nd

Close Wounds
Divine Protection
Healing Lorecall

3rd

Anti-Dragon Aura
Cloak of Bravery
Conviction, Mass
Resurgence, Mass
Weapon of the Deity

4th

Delay Death
Recitation
Sheltered Vitality


Female Kobold

So, important question: Did you guys find the devil encounter to be especially dangerous?

You guys are at this sort of weird place right now where I am legitimately considering giving you all a second level-up for no ingame reason at all, and I think you're going to be floored when I tell you why.

The reason?

You were supposed to be tenth level at the end of Champion's Belt.

You were supposed to be twelfth level at the end of Gathering of Winds.

And you're supposed to be thirteenth level going into the seventh installment of Age of Worms—which is, I should note, one of the most infamous installments in the entire AP. You are three levels behind.

I think this disparity just sort of crept up on me. I'm not sure how it happened, though I know where it probably started. But between the slight excess of wealth, the six-person party, Pathfinder's general power-upping, action points, and just how damn well optimized most everyone is, you guys have somehow done just fine (and heck, the only reason the oculus demon was even a major threat was my probably ill-advised bumping of its DR from 10 to 15). I've even been scaling a lot of encounters up. One extra bone devil, for instance.

This is the point where CRs and levels really start to break down in terms of accuracy. I think this party could easily be equivalent to an average "rolled abilities D&D 3.5 party-of-four" of 12th or 13th level.

I may be especially liberal with level-ups as the adventure progresses. That said, I do want to make this clear—if someone dies, it will not necessarily be because you were "underleveled". This adventure kills PCs. It's what it does. I honestly foresee encounters continuing to require upgrades, though we'll see how things go.

The question is, what do you think?


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Determining appropriate challenge levels is one of those things that's very difficult to gauge in d20. It takes some DMs literally decades to figure it out. I believe the last few encounters felt like they were in a good place. The occulus demon was plenty threatening (and would have still been threatening with a measly DR 10). The ambush from the devils left most of the party badly hurt and for a single-encounter day, with a powerful NPC backing us up, that's about right.

There have been a few encounters that felt overwhelming, usually because they featured a creature with a full attack that can easily full-to-dead a PC of appropriate level but that's often the fault of game designers abusing CR rules. I wouldn't mind an accelerated level (mostly because higher level = more cool stuff) but I wouldn't want said level if it came with an increase to overwhelmingness.

As for wealth I believe, minus the pile of artifacts/near-artifacts we just got, we're about where we should be for level 10. If we jumped to 11 we'd be a bit under-geared but, again, that doesn't include the artifacts from the Wind Duke's tomb.

(Edit: I just checked. Tanith's at 55k in gear with 9k in cash. Expected WBL for 10th level is 62k.)

I suppose my biggest concern would be how the game functions in a couple more levels when we start consistently encountering enemies that can drop high CL blasphemies and/or word of law. If we're still 3-5 levels below the expectation those spells become instantly crippling with little recourse.


Female Kobold

What I liked about the devil fight: Decent number of enemies meant a challenging combat that never turned into "everything pile on Farrukh someone".

What I didn't like: I get the sense that a large number of enemy actions gets tiresome for the players to read through and interpret. Hence things like putting the rolls in spoilers. Still, lots of saves needed to be followed, and many "numerous enemy" combats can easily lead to one party member who runs off getting swarmed. The best example of that would be Cuetzpalli's death.

I'll hold off on leveling you all up for now. I may do some in-between stuff after this installment to help resolve or progress some recurring stuff (kind of like what we did with the Festering One, but more focused on existing villains and PC problems). If I do, I'll be catching everybody up to the "proper" levels in the process.

My bottom line is that you should all at the very least hit 20th level in this AP.


Female Kobold
Tanith 'Kordson' Creed wrote:


(Edit: I just checked. Tanith's at 55k in gear with 9k in cash. Expected WBL for 10th level is 62k.)

Is that accounting for gear sold, though? Remember, if you sell an item for half price, it still counts for full in your WBL (so if you decide to sell something worth 20,000 gp for 10,000 gp, it still counts as 20,000 gp in your WBL). WBL is a better guideline for distribution than for gauging power levels.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11
Kobold Cleaver wrote:
Is that accounting for gear sold, though? Remember, if you sell an item for half price, it still counts for full in your WBL (so if you decide to sell something worth 20,000 gp for 10,000 gp, it still counts as 20,000 gp in your WBL). WBL is a better guideline for distribution than for gauging power levels.

I'm not sure what you're saying here. A character that puts all of his wealth toward crafting has 100% more wealth to work with and is, more often than not, going to be much more powerful than another similar character of the given level.


Female Kobold

I'm not talking about crafting, I'm talking about selling. Fortunately, this party doesn't have much item creation, so I'm not too worried about that whole imbalance.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I understand. My point is, regardless of selling/buying items or crafting them, it is worth comparing a character's actual wealth to the WBL table when determining power levels.


Female Kobold

Of course it is, but I'm pointing out that what you sell remains at its full price when considered in the chart. That's how the chart is meant to be used. Its primary purpose is determining wealth distribution.

This is because when you sell a mismatched item for half price, you are generally exchanging it for an item perfectly matched to what you want. In a nutshell, items purchased tend to give you more "bang for your buck" than items found and sold.

RPG Superstar 2010 Top 32, 2011 Top 4

I was worried for a few rounds in the devil encounter, but that was mainly as a response to extremely efficient use of battlefield control tactics on their part. (And some frustration on my part that said tactics kept me pinned down long enough that I didn't get to do as much quickened-rod-nova buffing on the whole party as I wanted). I doubt it would ever have been a TPK, but Astraden and I could have wound up in major trouble isolated on our side of the ice walls. (Clunk's presence helped a lot in that regard; ironic that two of the more chaotic members of their party got their bacon saved by an inevitable.)


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11
DankeSean wrote:
(Clunk's presence helped a lot in that regard; ironic that two of the more chaotic members of their party got their bacon saved by an inevitable.)

Shhhh. He'll hear you!


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

I was one hit from death, and spent about half the fight running. Now, that’s probably Rodrigo’s fault for not taking anything seriously.

I am a big fan of not being level 20. I’ve never run a game (or played in one) in 16 years of d20 where the pcs get past level 10ish, because well made pcs can easily rock CR+5/6 encounters. At level 14/15ish they become able to easily handle anything in the game and the only way to challenge them is to add more enemies/buff the enemies, which makes the combats hellaciously long. PBP just amplifies that problem I’ve found. When I tried running Witchwar legacy on pbp once, the combat updates for a single turn were taking me 2-3 hours to type up. Ew. The enemies were all massively upgraded, and the pcs weren’t level 18, but they still pwned everyhing in the end with litte real danger, despite the combats going on forever. Gets boring really fast, especially for the DM. I’d rather level up slow than ruin the game.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I was part of a high level PFS rotation group with the goal of pushing all the way to 19th level at one point. I got assigned levels 14 (the big dungeon in the 5th Rise book) and 18 (Witchwar Legacy) if I remember right. Level 14 was somewhat fun. Fights were 3-4 rounds (usually a round or two of figuring out what worked against the monsters and then one-rounding them with SoD or just a full attack). The level 18 section was painful. Every encounter was a series of SoDs back and forth between the enemies and the party's casters. The martial characters rarely even got an attack in because the enemies were all incorporeal/flying and 300 feet away/behind an anti-life shell.

Fortunately our party is somewhat caster light. Maybe it could work out.


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

I'm sorely tempted to redesign Sombra into something useful. We haven't scouted with her in ages, so my main class feature is basically getting no use. At our current level I'm pretty sure I could make a version of her that is better than a dire lion anyway.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I've never been fond of the combat beast eidolons because the utility of summon monster is so fantastic.

A psuedo caster might be interesting if the magic evolutions weren't so terribly.

Oh, make her an archer! With four eight arms!


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

I don't wanna advance again quite yet. Just started getting my new abilities figured out :V


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

I want something I can ride...since then I'd get the whole

Shield Ally (Ex) wrote:
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

I mean she has to stay serpentine, so she won't be that much of a beast. However she could become a grappler. If she dies, meh, can just start summoning stuff. I need to get a ring of invisibility...

Can summoners ever retrain spells known somehow? Because if/when I do get a ring of invis, then I have no reason to have invis wasting a spell slot. Full time voyuerism, here I come! Tehehehehe.


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

I'll play around in HeroLab and see what I can make.


Kobold Cleaver wrote:
Tanith 'Kordson' Creed wrote:


(Edit: I just checked. Tanith's at 55k in gear with 9k in cash. Expected WBL for 10th level is 62k.)

Is that accounting for gear sold, though? Remember, if you sell an item for half price, it still counts for full in your WBL (so if you decide to sell something worth 20,000 gp for 10,000 gp, it still counts as 20,000 gp in your WBL). WBL is a better guideline for distribution than for gauging power levels.

Huh? How do you figure that?

If we only get 10000 gp, then we only have 10000 gp. WBL is a measure of what we HAVE, not what we COULD HAVE HAD had we not sold something.

That would make the WBL chart even more vague than it already is. Why wouldn't the numbers on the table be halved?
---------------------------------------------------------------------

As for the devil encounter, I found it fairly difficult. Lots of attacks plus eating damage every time I attack on a character who can only really full attack in combat = bad time. Forcing multiple Save or Suck saves per round on my Poor save = Worse time. Half the enemies being unreachable due to height (and with DR, so my backup bow isn't an option) = Worst time.

That said, I don't think it was a BAD ENCOUNTER, it was perfectly fair, we're just coming up on the part of the game where pure martial Farrukh just doesn't cut it any more in terms of a lot of things. A free level-up would be nice, but it wouldn't fix that.

I'm honestly surprised he's lived THIS long, I expected him to die by 8th or so when I made him.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

All things considered, I'm seriously considering retraining Carina's level in Gunslinger into another level of Alchemist. I haven't been using my pistol much (if at all), and at 10th level of Chirurgeon I get access to the breath of life spell as an extract--if the adventure we're coming up on really is as much of a meatgrinder as you say, then I'd rather have a way of instantly reviving someone if they go down than a gun that I don't use very often.


The Gateway Grove, The Isle of Last Resort
Sundaken wrote:
That would make the WBL chart even more vague than it already is. Why wouldn't the numbers on the table be halved?

WBL is a measure of what is given. According to the rules, it is including items that are sold (probably for the reason I gave above—purchased items are more specialized and therefore more valuable).

Let me know, Farrukh, if you have any suggestions for mitigating the problems with that "part of the game".


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

KC, how long would it take me to retrain my level in Gunslinger to one in Alchemist? And how much would it cost me?


Female Kobold

I'd say you can follow the retraining rules on that.

Retraining wrote:
In general, it takes 7 days to retrain one level in a class into one level in another class.
Retraining wrote:
Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain.


Dungeon Kobold wrote:
Let me know, Farrukh, if you have any suggestions for mitigating the problems with that "part of the game".

Lots of gold helps. =p

Retraining into a Warder or something would probably help more (since there are several Iron Tortoise Maneuvers that would aid me immensely), but it's a bit late for that. I'd have to re-tool almost everything about the build at this point to give me the kind of options I need to bypass DR and make saves better and fly or reach high and everything else I want to do.

It might not really feel like Farrukh by the time I'm done, though I'd try hard to keep most everything roughly the same stats and skills-wise (though I'd need a much higher Int).

Being able to protect my allies better with my shield would be sweet though.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

So, how long are we planning to stay in Magepoint? I want to know if retraining now is feasible.


Female Kobold

Manzorian will take An Arbitrary Amount Of Time Best-Suited To The Needs Of The Party.

Uh, I mean, you don't knowwww. *Waves arms mysteriously*


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

If that's the case, then I'm going to go for it. It should cost me about 700 gold, unless my math is way off.


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

I'm thinking something along these lines for level 11. Give Sombra back her wings and:

Sombra
Serpentine
CG Large outsider
Init +5; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)
hp 72 (8d10+24)
Fort +5, Ref +11, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., fly 20 ft. (average)
Melee bite +14/+9 (1d8+10 plus grab), tail slap +9 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+7)
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 17, Int 7, Wis 10, Cha 11
Base Atk +8; CMB +14 (+18 grapple); CMD 31 (can't be tripped)
Feats Agile Maneuvers, Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +13 (+15 to balance, +9 to jump), Climb +15, Fly +13, Perception +14, Stealth +15, Swim +8
Languages Common
SQ devotion, multiattack / extra attack
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (20 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Multiattack / Extra Attack (Bite [1 extra at -5] [Bite]) Multiattack or second attack with primary weapon at a -5 penalty.

Thoughts? Not as much damage output as a lion, but much tougher. (Note: The above is level 10 stats)

Edit: The problem is her feats being locked into a dex based stealthy build. Can she retrain feats?


Kobold Cleaver wrote:

Manzorian will take An Arbitrary Amount Of Time Best-Suited To The Needs Of The Party.

Uh, I mean, you don't knowwww. *Waves arms mysteriously*

Well I mean if I can have 70 days I'm all for rolling out Farrukh 2.0.

Not sure I have 7000 gold though.


Here would be the reverse, going for uber stealth:

Sombra
Serpentine
CG Small outsider
Init +7; Senses darkvision 60 ft., scent, see in darkness; Perception +14
--------------------
Defense
--------------------
AC 34, touch 18, flat-footed 27 (+7 Dex, +16 natural, +1 size)
hp 48 (8d10)
Fort +2, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., fly 20 ft. (perfect)
Melee bite +16/+11 (1d4+1), tail slap +11 (1d4)
--------------------
Statistics
--------------------
Str 12, Dex 24, Con 11, Int 7, Wis 10, Cha 11
Base Atk +8; CMB +14; CMD 25 (can't be tripped)
Feats Agile Maneuvers, Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +15 (+17 to balance, +11 to jump), Climb +9, Fly +27, Perception +14, Stealth +25, Swim +2
Languages Common
SQ devotion, multiattack / extra attack
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (20 feet, Perfect) You can fly!
Multiattack / Extra Attack (Bite [1 extra at -5] [Bite]) Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
See in Darkness See perfectly in darkness of any kind, including magical darkness.

It doesn't show her evos for some reason, but she also would have shadow blend/form. Granting her constant concealment for stealth, and in dim or darker light, total concealment. Thoughts?


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

KC never answered my question on 3.5 spell learning.

If we spend a bunch of time in Magepoint that's what Tanith will be doing.

Liberty's Edge

Male Underpowered Warrior 1

Might be good to avoid horning in on Tanith's schtick? Unless he wants a wrestling partner. So either the super stealth, or something else.

I think the serpentine eidolon I tried back in PFS was a tripper/reach abuser build. There's some good evolutions for that but yeah, without feats it's gonna be tough to make work.

As an aside, I've calculated my current wealth and (minus the oculus demons' longsword, and the house) it's 62047.4 gp. Without various things that I'm carrying for the party (e.g. diamond dust, rallying enchantment) it's probably closer to Tanith's.

--

What with magic item enchant-/enhance-ments, I could easily see us being here a month (it's already 6 days for my phylactery). Unless Astraden's contact has some other crafters on staff.

Short to-do list: scry on Spiny, pawn the longsword, ????, get money, make scrolls, and get an amulet of natural armor (either enhancement to my brooch or a whole new one).


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Tanith wouldn't mind a tag team partner but I don't know if Rodrigo's wing snake monster fits the bill.

If you're doing the mobile mountladon you might want to grab defending eidolon and a reach evolution and or two. She could give you another 4 AC while you're mounted plus cover from ride defensively.


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

Meh. I'll probably go back to stealth eidolon and keep her in my pants again. That way I'll get the bonuses and we can use her to scout if needed. Then when we get into a fight I can just summon monster as needed and she'll disappear. Then after the fight, call her back. Then I could drop 2 points from her and keep my wings as well, which I like.


Fiddling with the Warder idea to see what it would look like. Pretty good, except I lose Shield Master until 11th level like every other normal character. Combined with the loss of Studied Target and I'm eating -6 to-hit on my shield (and -2 on my sword, but that's less of a big deal). Damage evens out due to various things.

The other main issue is I lose Trapfinding in the deal as well.

Basically, to make it work I need two things: 11th level and the Trap Finder trait from Mummy's Mask.

But the defensive focus is nice. My main thought process was that this kind of makes sense for Farrukh. Get nearly killed in almost every way possible, you begin to look for ways to not die. Increased Will saves and Counter abilities help greatly.

Liberty's Edge

Male Underpowered Warrior 1

Scrolls to be made:
Lesser restoration (CL 3=75 gp)
Remove curse (CL 10=375 gp)
Remove disease (CL 10=375 gp)
Remove fear (CL 8=100 gp)
Remove paralysis (CL 8=100 gp)
Create food and water (CL 5=187.5 gp)
Water breathing (CL 5=187.5 gp)
Stone shape (CL 5=187.5 gp)
Endure elements (CL 1=12.5 gp)
Align weapon (CL 3=75 gp)
Gentle repose (CL 3=75 gp)
Make whole (CL 3=75 gp)
Speak with dead (CL 5=187.5 gp)
Will need upwards of 2000 gp, which I can at least get from my share of the evil longsword. Not sure if there's anything else to be sold.

Anyone want any scrolls not on this list?


Female Kobold
Tanith 'Kordson' Creed wrote:

I hadn't put much thought into custom items yet.

As far as 3.5 cleric spells I was considering the following.

1st

Conviction
Resurgence

2nd

Close Wounds
Divine Protection
Healing Lorecall

3rd

Anti-Dragon Aura
Cloak of Bravery
Conviction, Mass
Resurgence, Mass
Weapon of the Deity

4th

Delay Death
Recitation
Sheltered Vitality

I'd say you or Astraden can get some of those at the local church. Others will require research and gold investment, or potentially a deal with Manzorian (more on that when you meet him).

I'll go over my Spell Compendium later and see what's simple and what should require more effort. There are some nutty non-Core magics out there in both editions.

Sundakan wrote:

Fiddling with the Warder idea to see what it would look like. Pretty good, except I lose Shield Master until 11th level like every other normal character. Combined with the loss of Studied Target and I'm eating -6 to-hit on my shield (and -2 on my sword, but that's less of a big deal). Damage evens out due to various things.

The other main issue is I lose Trapfinding in the deal as well.

Basically, to make it work I need two things: 11th level and the Trap Finder trait from Mummy's Mask.

But the defensive focus is nice. My main thought process was that this kind of makes sense for Farrukh. Get nearly killed in almost every way possible, you begin to look for ways to not die. Increased Will saves and Counter abilities help greatly.

Tell you what, Farrukh—next time you level up, I'll let you do a full retrain. Sound good?


Sounds more than fair to me, thanks!


Female Kobold

No problem. I have a feeling that characters like Farrukh are up to taking a major battering later on if they don't have countermeasures. Zyrxog alone is a cause for alarm, since he's too smart to not be at least somewhat aware of what he can take advantage of when facing a martial. :P

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