Variel's Reign of Winter

Game Master Neltji

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Hey everyone just giving you a heads up. I received a message from Aneira/Oriana that she won't be able to continue with us any longer. Due to the fact that we will need to recruit another player I am also giving you all the chance to change your characters if you want to. Once the characters are switched then we can see what we need and go forward with recruitment.

This change can be simple like skill points or it can be complete and discard your character and start something new at 3rd level. As for backgrounds we can keep them as is and Aneira will meet an untimely end if needs be to make things smoother on the transition.

For continuity sake I would extend the offer to Zeriax first to join this game if you are all ok with that. As for the wrath campaign, want your thoughts as well... New recruitment, me be a DMPC similar to Variel, continue with only 5?


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

So sad to hear she will not be continuing on with us. As in most things, real life has to take precedence over gaming and whatever the reasons, I am sure they are sound. She will be sorely missed.

Offering Zeriax a position here first is fine with me.

I am fine with you doing the DMPC thing or recruiting, whatever works best for you and the other players. I think it's worked out fine so far with Variel. If Aneira is leaving one way or another, does that mean Variel will be leaving as well? If that's the case, maybe we could recruit Zeriax and one more?

As for Venja, I don't think I'll be rebuilding her much if at all, we still need an arcanist, and one who can heal as well is a good thing..... I might give her a little more healing SKILL, but at what cost? Have to think about it. We REALLY need a wand of clw in this game!

Anyway... thanks for allowing the rebuilds...


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

As far as party Makeup, Anee did 2 huge things for the group. Divine Caster and Face
I feel like we need a strong Face, and Oracles and Sorcerers are the best Faces, followed by Clerics, Paladins and Bards.
Summoners and Cavaliers are pretty easy too. Rogues can face as can characters like Mysterious Strangers, or Witch/Wizards if they has some cha and spend some of their skills on Cha.
I also think a Divine Caster is important. While Druids are really pretty strong and versatile for it, I'm looking at a more punchy Druid rather than heal-ey one. I can re-spec to be a better healer if Venja tosses ranks to Face, since she has some cha already and will get ranks from int

I'm in support of inviting Zeriax to join if he can find the time, and willing to tweek characters to make things fit well. Or as venja said, if you want to retire Variel till later.
I am also willing to roll up a Silver tongue Bard. A little less insane with the Diplomacy than Dhaavan, but still impressive. but that's if we get a Healer as an extra character.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

I have some cha but diplo isn't a class skill for me, so even if I put ranks into it, I won't have a high bonus, which is why I didn't bother.


If we allow a new player, I think we should first hear what they have to say/suggest in terms of concepts.

I think we all have a good build right now, but if we get a new player who is eager to do something specific that can help us - all the better.

If we get a new player who wants to play a Tiefling witch (for example) we may want to redo our own characters if their style is better.

That said, I'm not entirely sure what I want to do, but I may change things after I see what a new player can bring.

As an aside, I'd rather see Aneira journey off on her own adventures rather than have her meet an untimely end, but that's just a suggestion...


I thought of that for Aneira but tried to reconcile it with Variel being married to her. If she would choose to go then Variel would follow. In what way would Aneira be gone without taking Variel with? Te only answer I could come up with that would be realistic was a death. Even then though, should she be able to come back to the game, Variel could see about getting her resurrected at a later time.

I can see your point about the recruitment being open but for timeliness and turn around I figured it would be easier to find someone if recruitment was for a particular type. If that is not what the group wants then I understand and will open recruitment before reworking characters.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Zeriax is a good steady player and deserves first crack I think. I don't see Variel sticking around is his wife heads home but that might be too many to DMPC.

As for changing Xanxan, t he problem isn't him, it's my lackluster ability lately.


Dont worry Xanxan, a third level will help immensley. Another feat, double your BAB, more skills, another d6 sneak attack. You will be a force to be dealt with. Not quite a sexy shoeless god of war, but close enough.

I figure you would have shoes on.


So far we need a Cleric.

Gabryjel is not built for being a Cleric.

I can tweak him if necessary, however. I've played cleric's before.

Question: How high does this campaign go via levels?

The pirate game capped at 16. Is this one also level 16, or is it higher or lower?

I may not tweak Gabryjel, but I don't know. It's a suggestion, though.

What do you guys think?


I do not know what the level cap is on this campaign as I have not looked past this book in the hopes that Immortal will return as I don't want to ruin for myself more than necessary.

As you can tell I am holding off a bit with the story until we know what direction to go in so all thoughts would be appreciated. I know Venja is ready to retire at Nadya's and sleep and I think that would be a good place to pause for now. IC in the morning we will pick up where we left off as Roth's quest wont need to be done this night.

As for myself I am still happy with Variel as a magus and want to see where a higher level magus ends up in ability so there won't be any changes from Variel.

Ideally I would like to have a plan in place by the end of the weekend so we can offer Zeriax the spot Monday or open recruitment on Monday if need be.


I am very, very confident that Immrtl will not come back to the game. He's got a lot on his plate between work and family, and I think that gaming was an issue for him because of that. I may be wrong, but I don't think he'll return.

As for the issue with Variel and Aneira - she is bound to the same quest that we are, via the oath. We all came here through a magical portal, it is possible that she might go through a similar - albeit different portal - that takes her on the quest only in a different direction from us.

That way, should she ever decide to come back, she would be able to come back on a level that was equal to us as she is on another adventure somewhere else.

It is a bit corny, but as a plot device it would make sense because if you're going to keep Variel he'd know she was working on the same quest but "Somewhere else" and so on.

In any case, that's just a thought.

As for what I do with Gabryjel, I have unfortunately not been able to hear any responses from any of the other players on their suggestions.

I've done what I can to make Gabryjel a ranged fighter, as it stands, that's not doing much good at this point. I am not even able to find a better mundane bow on level 3, and that kind of compromises his abilities as we level, as it looks like there isn't even magical weapons in this world so far (though that may change at some point).

Also, we have been fighting a heck of a lot of undead, which suggests having a cleric might be handy later.

I don't know - on the other hand, if Zeriax does come in, perhaps he'll want to play a cleric?

Okay, that said I'll wait for suggestions from other people, but I do need to get going to work now.

See you all later.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

I'm not sure how gabe'd really turn into a cleric and still be Gabe. Clerics like nice cha for channeling, and the lack of cha kinda defines Gabe. Although Divine intervention can do a lot...

I'd say starting with asking Z if he wants in and what he wants to play, and go from there. If he doesn't want to Face, then maybe hafing Gabe be changed could work


Beck - I'm totally down with the idea of finding out what a new player wants to play. If we get a player who wants to play a cleric, I'm totally down with that.

But I'm flexible either way, I was just tossing out a few suggestions is all :)


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

I pm'ed Zeriax informing him of the situation. I will move things along tomorrow though regarding you being at Nadya's house.

Go ahead and level up to 3rd in the meantime though everyone. Might as well do that while we are debating what to do.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

hp: +6 (1d8+1)
Bab: +1
Ref: +1
Icewalking (Ex): At 3rd level, an arctic druid suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
This ability replaces trackless step.

+4 skills
+1 spell (Lv2)
Feat (didn't pick first level feat and need to as well)

Sheelah
+2 nat armor
+1 Str & Dex
+1 trick
Evasion (may trade for Totem Companion Archetype)
Can I look into making Sheelah a Bodyguard or a Sprinter?


I don't mind leveling Gabryjel up, but I'd rather know if we're going to need a reworking of the character, first.

If Gabryjel goes a different route completely, I'll want to know that before I decide to level, is all.

So far the only input I've received is from Beck, but I'm hoping to hear something from at least one other player before I make up my mind.

See you guys soon.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

If you go cleric, you'd be doing a full rebuild, right? So a Cleric 3 rather than multiclassing further with a full new stst rebuild?


Beck Tavis wrote:
If you go cleric, you'd be doing a full rebuild, right? So a Cleric 3 rather than multiclassing further with a full new stst rebuild?

Probably a full re-build (If needed) but I'd likely try to keep the same "Flavor/Personality" of Gabryjel - so he feels generally the same, even though he is different.

But that's only if it is necessary, by the way. I'm just tossing out options because I'm trying to figure out what to do.

Getting a character who can both heal and fight undead would be very handy, it seems. I could also "tweak" Gabryjel to be more like an Inquisitor or Oracle - for purposes of healing. It's not as potent as Cleric, but at least we'd have some back-up healing magic.

Like I said, I'm just tossing up options to see what people think. So far I've only heard from you, Beck, but I do appreciate the feedback.


Right now we need a "face" for the group, as Beck suggested earlier.

An oracle can do that, but an oracle can't channel energy (typically) and channeling can be helpful. Also, having something that is good against undead (as we've only fought about a dozen different types of undead) seems like a handy thing, too.

Worst case scenario I can re-tool Gabryjel to be kind of Finesse Bard Type - this will give us higher Charisma for "face"; bonuses to knowledge skills, and some healing spells as well. But it means I'd have to redo a lot of his stats, though I'd still try to keep his personality kind of the same.

My current plan is to take him up as ranged fighter for now - but I'll tweak him if we need to.

I've chatted with Zeriax and he knows what's up with our group and he's going to factor that in to what he makes for the party.

Okay, see you guys later!


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Life oracles can channel I think... but I'm all for you staying as you are and letting the new player bring in what the party needs. But do whatever floats your boat in the long range.


Venja wrote:
Life oracles can channel I think... but I'm all for you staying as you are and letting the new player bring in what the party needs. But do whatever floats your boat in the long range.

Well, like I said - I'm for keeping Gabryjel as he is, too. However, if Zeriax played a Barbarian I'd end up tweaking if necessary. If he took Paladin/Oracle, that could be handy in the long-run, too.

But we'll have to see how things go once he checks in.

For now I'm just tossing out ideas, but I'm pretty open to suggestions and I'll try to do what helps the party however I'm able to.


Zeriax just emailed me and sounds very interested in it. He seems agreeable to being a character that has healing as an option but is not a primary healer. He mentioned a paladin/bard, a reach cleric, and an oracle with diffent builds.

Providing he does not go for a straight healer route I was wondering, Venja, any thought to taking the healing hex at fourth level to supplement healing?

Xanxan any thoughts?


Elf Wizard

Hello everyone - I guess we all know each other :D

After having spoken to DM Variel, and also with Dain/Gabryjel, I ended up typing down a wall of text in response to Variel, with considerations that are perhaps best shared with all of you guys before settling in on one character - I will transcribe and spoiler it because it is LONG ;)

Character Creation Considerations:

Zeriax wrote:


What the heck? I thought I had answered your PM yesterday - strangely enough now I don't see it in my sent items... Mybe I just previewed it and didn't submit. I admit I was completely exhausted yesterday, so that may have happened...

So... What I wanted to say is:

- I am sad to see Oriana leave. I must say I appreciate her playing style both in the way she approaches roleplaying her character, as well as the most tactical aspects of combat. Overall, I think she is a very strong player and a big loss;
- I want to thank you for the invite, and say that I am completely on board with the idea - I will tell you that I am in another Reign of Winter based game, but accordingly to the GM, it is being heavily modified. So if you don't have an issue with that, I don't either :D
- I don't want to make this overly complicated, and I have a couple of ideas in my head (a lot actually), but I will need more information, like the group composition, play style - if there is a definite tank or not, if I can go with a reach cleric kind of guy, knowing that the group is "tactically disciplined" so to speak, if there are heavy hitters, or if the combat is prone to drag making in combat healing more necessary, if there are others with healing capability or if I am expected to do all the healing, etc, etc :D

- Just throwing this all out there because according to most threads related to Pathfinder, there seem to be a main train of thought that claims that combat healing is a no go, hence combat should be tactically solid, guaranteeing that you take minimal damage, mow down your opponents as quickly as possible, and the "healer" role takes place mostly afterwards (and during only in an emergency) - it is said that such "support" role, not only forces players to play smarter (instead of charging in and expecting the "healer" to simply keep them up), but also is absed around the "a dead enemy causes no damage to the group" logic :D

That being said, I have played fully dedicated healers, and even fully face/dedicated healers - heck, my Oracle of Life heals like there is no tomorrow, and I would even claim that he can outheal the damage taken by the group, while having quite considerable social abilities - in combat per se though, there isn't much he can offer.

My support bard (Bard/Paladin) offers VERY decent ranged attack and damage, while maintaining the CLW wands/scrolls/etc. (UMD for the win) close in hand, to make sure people recover after a fight, or to zap this or that one in a pinch - he will never be able to keep a group up through a long fight, and in fact he is not geared towards that objective, again depending on people knowing how to play smart - he is a great face though.

My two next concepts revolve around a different approach - both the Paladin a range cleric offer martial effectiveness by using a reach weapon. The paladin can go either a simple Oath of Vengeance path (say... Tiefling race), which means he is a REALLY mean hitting machine,even when not smiting, excels at Diplomacy roles, and has a durability like I have never seen before - granted, he is not a divine healer at all, but he aims at keeping the group safe by offering tremendous self sufficiency (Swift LoH+Fey Foundling+Tiefling paladin favoured class option), using a ranged weapon to keep allies safe, and actually drawing as much pain as he can to himself, while hitting like a truck - later on, spells like Shield Other possibily come into play. This is very different from a cleric, and does not offer the same utility support - will depend on what the rest of the group abilities' are (another iteration of a more support oriented Paladin is the Hospitaler Paladin, though he still revolves around the same logic)

The "Reach Cleric", as you have probably heard about, revolves about a very strong martial effectiveness by using a reach weapon, coupled with Combat Reflexes, to stay more to the back of the group, creating a safe area around the arcane casters, etc. There are several routes to go about with this one, but all revolve arounf the understanding that he is not supposed to keep people up through an all out smackdown, instead relying on the "if you are not hit, you don't need healing" logic as far as melee is concerned, and a key choice of spells to handle buffing, for him and his companions - this is a strong melee character, an half-decent face for the group via mainly diplomacy (2+int skills for clerics SUCK), works as a protector, offers the Cleric versatilty, etc. (two frequent iterations for this are the Evangelist Cleric - Inspire Courage ftw here, and an offshoot - a reach Oracle)

So.... As you can see, I am interested, and have several ideas brewing :D

Any thoughts on this wall of text?


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

As a winter witch, Venja doesn't get a hex at 4th lvl... I can take it at the next level I get one at, but that will be a ways down the line. I'd also be willing to buy some scrolls of clw and cmw here in town if any are available, depending of course on how much money we have to spare. Would also like to grab some scrolls to augment her limited daily casting abilities, if possible...


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Edeldhur/Zeriax, welcome. Your ideas are all good and sound ones, imo. I appreciate that you are trying to fill a gap in our skillset here. I kinda like the reach cleric or reach oracle idea. Oracles get more skill points which is nice, of course and I think life oracles can channel like clerics iirc. And of course proctecting the arcane caster works for me, lol. The bard/paladin for face and combat AND healing is also a nice build. I guess it comes down to what you want to play most...


Edledhur - I like a lot of your ideas/concepts. When I see what you finally decide on, I'll up my level accordingly to match it.

Meantime, they're pretty good concepts in general.

I really like the Bard/Paladin idea - especially if it's ranged attacks, that could be pretty handy. Plus I think it's generally a good idea for casters especially to be using ranged weapons as if they go down in a fight, who can heal the party?

But it's up to you, of course.

When I know more, I'll finalize my guy for his leveling up.

See you soon!


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Well, we already have a ranged fighter, so another one leaves us with only one melee fighter - and casters... so I think another ranged fighter isn't a great idea... just my 2 cents. who's supposed to go up and keep the foes off the ranged fighters? the casters?


Elf Wizard

:D

Maybe you need a Barbarian? :O


Well as for the front line I think Beck with Sheelah and Variel can handle themselves for being caster types. Xanxan has traps and flanking for melee. All in all I think we have a fairly rounded group without the usual mainstays. No front line fighter, no cleric, no wizard. That is the one thing I think pathfinder did well was to allow a mixed group of characters without absolutely needing the mainstays. You can have a group of 6 non standard classes and the synergy and variability of them mesh quite well.


Elf Wizard

You guys are killing me ;)


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

in the party right now, we've got

hope you appreciate the descriptions:
- Gabe: a dedicated archer so far, zen-archer/fighter looking like he's going to have a hale of a bazillion arrows
- Venja: Witch arcane caster, w/some attack ability via hair and sweet casting w/ optional healing
- Variel: Magus heavy hitter/tank. Played with Var in a previous game and he tended to do fantastic damage and had pretty decent tanking ability (when our GM wasn't rolling particularly brutally which was all the time =P)
- Beck: Druid melee guy, aiming for full-caster/wildshape versatility, off-healing and pet
--- Sheelah: Big Cat full-attacker eventual pouncer w/flanking
- Xanxan: Rogue and trap-finder/fasionisto extrordinare, about to get beastly with more bab and SA damage and a cat that can flank

As far as combat, we have a few things we do, Var Sheelah and I hit stuff, Gabe shoots and tosses a Alch fire, and Venja has a few spells and can toss stuff get in dude's faces kinda and shoot too.


I am really digging the idea of Support @ reach. either the palidan, pali/bard or cleric.
thoughts:

Clerics are great cause full-caster with armor and martial ability healing and offensive/control casting.

Palidins get channeling, and LoH for healing and staying power and Hp&AC for tanking, but you know how i feel about palidans as i'm Garith and I love me!

Dunno how the Pali/bard would look if you are talking multiclass, but, hey, if it's cool then it's cool and you should play what you like. does sound need.

we do have 3 bodies that are decent for tanking pluss Xan who is melee. and two range combatants (although Venja's gonna have some nasty touch spells too), so reach may be the way to go so it's easy to do Melee and still be there and in the way to protect the caster/archer

We have a full divine caster so if you're rather go for a partial caster, i don't think we'll be hurting too bad for divine magic, but more divinity can't hurt.
We're pretty well rounded, but have two characters with off-healing that are way better not healing, but can in a pinch. so someone who'd actually GOOD at healing would be nice, and so far all your builds seem to have pretty good bandaids if needed and can prevent damage by making things dead =]


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Just so you know guys, I'm not dead. It occurs to me if you guys want I can , instead of going 3rd level rogue, make Xanxan an oracle or bard multiclass and help with the healing.


Elf Wizard

Grrrrr...


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Xan, you can prolly keep going rogue, Lv 3 is a pretty good one, considering the SA, BAB, and saves. plus bonuses against traps don't hurt...
but really, it's the SA, especially with Sheelah's Flank trick, She Should be granting more flank for ya!


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)
Edeldhur wrote:
Grrrrr...

Okay, Okay, I'll stick with rogue. Just don't hurt me.


The way it sounds is that people are willing to help out which is great but creates problems for deciding what direction we want to go. I would suggest then at this point that Xanxan keep going rogue and Gabe keep going with the ranged archer route.

This keeps people playing what they wanted to originally and gives some direction to Zeriax. For the new character any of the options work and play something y can enjoy and sink your teeth into. The rest will work out during the course of the campaign as we get used to each other and tactics. Have fun with it and it will all work out.


Elf Wizard

I don't have time to crunch it tonight, as I am heading out to dinner, but after pondering it for some time, I think the Evangelist cleric may be the way to go.

It will definitely be a change of pace for me, as I will have to manage NOT being a spontaneous caster, NOT being able to freely convert spells into cures, having a slight delay in channeling power, and a reduced amount of spells cast per day - but he will still be a full caster and I'll have to adapt to leaving caster slots free, and prepare for the upcoming situations by filling that slot beforehanded (we have a good scout?)

The Paladin is a nice option, but he lacks the Combat Reflexes, being more of a character that gets in the bad guys' face, instead of falling back protectively, and I think we already have enough people in their face :D

I am still on the fence with the Paladin/Bard Archer - he will seemingly fall into a role that is already well taken, and the healing aspect boils down to wands and a few spells here and there - might not be what the group needs.

The Oracle has WAY more skills than the cleric or paladin, is better on the channeling, but lacks on domain powers and spell progression.

I'll crunch the Evangelist and the Bard, and put it to your guys' approval.


Okay, for now I'm going to just go up as a Ranged Fighter this level, I guess. We do need one, but if necessary, I may take other levels later to help fill things out. But for now I'll keep my guy the way he is.

I should have something up later tonight via leveling. I assume HP is still 1/2 class level round up?


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Average roll round up, so for a firghter it's 6.
d12=7
d10=6
d8=5
d6=4
as per the PFS rules on HP

can't wait to see the evangelist, sounds cool, and having a cleric/bard? very nice.


Elf Wizard

Ok guys, good news - after much soulsearching regarding a balance between some martial ability, face skills, and healing support I think I finnally nailed it down - don't think the Evangelist is the best way to go, since the group does not need that much martial support as it is (though the inspire like buff would have a sweet impact).

Also, I am not used to playing clerics, and the Evangelist seems to rely on a strong understanding of spell choice, open slots, etc., and I may stumble all over myself trying to do that :/

A straight up reach cleric may be the solution - I'll try to have him up in a couple of hours.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Let's see, leveling to 3 I get
6 more hitpoints (5+1 for con)
+1 BAB
+1 Fort, +1 Will

Skills
+1 acrobatics, +1 Appraise, +1 Craft Clothing, +1 Diplomacy, +1 Disable Device, +1 Local Knowledge, +1 Perception, +1 Sleight of Hand, +1 Stealth and I spent a point in craft jewelry just cuz.

But I'm still not sure what Feat I should take.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

I'm thinking about ways to tweek my build a bit. I'm thinking of dropping either STR or Wis, maybe putting STR to 14 and bumping con to 14 for another HP per level. And INT to 12. I get a lot less punchy, but adding toughness I can still hang in the front and do some da,age, wildshape for decent combat, and be more Casty.

Or I stay the way I am but drop Cha by one to bringg up my int to 12 for the skill and boost to knowledge.

But that means I have a 5 cha which makes beck hily unsociable...


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

I would not recommend a 5 cha. That extra -1 could be very problematic and initial reactions are going to be pretty poor for you.

I am actually thinking of adjusting Variel to reduce wisdom by 2 and increase cha by 1 for that reason.

I will get Variel's update here tonight. Trying to decide between combat reflexes or step up at this level.


I think I may end up giving Gabryjel a new themesong, but I haven't decided... I still need to up his level, too.

That will come soon, though :)


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Love Step-up! such a sticky feat.

I dunno if i'm just being weird, but it almost seems like having the 14 for all physical stats may be good if i can get an extra poing of Con and Int out of it, all for the cost of 1 to hit and damage, but having all 14's i don't like for some neurotic reason...


Beck Tavis wrote:

Love Step-up! such a sticky feat.

I dunno if i'm just being weird, but it almost seems like having the 14 for all physical stats may be good if i can get an extra poing of Con and Int out of it, all for the cost of 1 to hit and damage, but having all 14's i don't like for some neurotic reason...

I'd drop your Con to a 13 and up your Dex to a 15. That way you can tap Dex up to a 16 on level 4 for better AC/Range/Ini/Ref and on level 8 you can tap up Con to 14 for 8 extra HP and a bonus to Fortitude.

Just a suggestion, though.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

I'm looking to concentrate more, Try to push Wis up so I have a 22 at Lv 8 for nastier saves, and Try to get belts for my physical stuff.

Still thinking about it tho...


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

The more I game the more I like 14 across the board for point buys. Provides utility in all areas and gives you options regardless of the situation. With racial modifiers you can still get one or two 16 if you want. Any more than that I don't know if it is necessary unless you are a single characteristic class.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Dang. I forgot that my str is 14 w/ racial mods.
Think I may trade dex and con. Cause my AC is gonna be pretty lame no matter what and an extra con +toughness seems more worth it than +1 AC and range since I really will only be aiming at touch AC if I even need attack rolls. For my spells. Just need a method of concealment for miss-chances


Elf Wizard

Ok guys, apologies for the delay but I think I nailed it, and wanted to know your thoughts.

I have a dark martial streak - it was really hard to move away from that while wanting to retain the "Protector" feel, so here is what I came up with:

Alderon:

Alderon
Male Demon-Spawn Tiefling Oracle 1/Paladin (Hospitaler) 2
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 24 (2d10+1d8+3)
Fort +7, Ref +5, Will +6; +2 vs. death
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork cold iron bardiche +6 (1d10+4/19-20/×2)
Special Attacks smite evil
Spell-Like Abilities
. . At will—detect evil
. . 1/day—shatter (DC 15)
Oracle Spells Known (CL 1st; concentration +4):
1st (4/day)—divine favor, bless, cure light wounds
0 (at will)—detect magic, mending, create water, guidance
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 12, Int 12, Wis 7, Cha 16
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Fey Foundling
Skills Climb +0, Diplomacy +9, Knowledge (religion) +7, Linguistics +2, Perception +0, Sense Motive +4
Languages Abyssal, Common, Infernal, Sylvan
SQ tiefling paladin, aura of good, lay on hands, mysteries (life), oracle's curses (legalistic), revelations (life link [1 bonds, 110']), vow to self
Other Gear Masterwork Chainmail, Masterwork Cold Iron Bardiche, 150 GP
--------------------
Special Abilities
--------------------
+2 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (1 bonds, 110') (Su) Bond drains your HP to heal others.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

So, what is the idea behind all this you may ask? Here are a few pointers:

- Character can life link one character per level (currently only at one, but it will go up as soon as he levels) - this means every time that character is hit, 5 points of damage are transferred to Alderon. Ideally this is something that will always be cast on the group's main tank - its duration is unlimited; As the damage transfers to him, he heals with LoH swift action for 1d6+4;
- Healing so far proceeds via LoH, CLW spells and Life Link - next two levels the plan is going Oracle, adding 2 more links and Channeling to the mix (2d6 4x/day). Of course any wands and whatnot will add to this. Next two levels are paladin levels, adding an additional channeling pool, extra lay on hands dice, etc.
- Down the line I am seriously considering going Holy Vindicator :D

What I am pondering:
- I went the Combat Reflexes direction, which means he is not a frontliner, though he can provide attacks from the rear line. The idea is more geared towards having archers/casters/etc. in his area of reach, trying to keep them safe - he has no power attack yet though - only at lvel 5. I am not 100% sure of the utility on this one, I guess it will vary a lot, and depends if the group actually has that many 'vulnerable' characters. It can be replaced by something else, like extra lay on hands for example (putting the current total at 6LoH/day), starting on the road to become a better healer, without actually hurting the fight in him, as he can still wield a reach weapon (though reduced to 1 AoO per round), a 2h weapon, whatever :D I could reduce his Dex, tack on a heavier armour, and bump something else up, like CON for example (useful for Life Link);
- The reach logic obviously works wonders for clerics due to action economy. I this character's case it is not so dramatic since he can LoH as a swift action, but it will still free up standards for casting [of course the Evangelist would be buffing everyone :D]
- As far as skills go, he can be tailored - unfortunately Paladins take a harsh hit to skills, but the Oracle makes up for that somewhat, so I wanted to know (apart from adding some Diplomacy) what skills the group could be missing - knowledges and such;
- Last but not least, did you guys receive any extra feats? How many traits do you have 2+1 campaign or 1+1?

Overall, thoughts?

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