APs are designed around 4 player, 15 point builds that aren't particularly optomised.
15 vs 20 points builds and the half feat is going to make much less of a difference than an extra player for example. Where that extra 5 points goes for each character is rather important. If its say shoring up an otherwise dump stat its actual effect on combat might be zero.
I'd say your issue is going to be much more balancing the hyper optomiser against the rest of the group to be honest.
Personally I would keep playing close to as written and see how you go. Maybe add a hp or two per HD of at least major monsters to balance the extra points. If fights are getting too easy I'd start by adding more mooks before applying templates, advanced simple is +4 AC which can shake things up a lot.
Tactically, if the magus is killing everything in sight have intelligent opponents start to target him more (as intelligent opponents should) and try and stretch the encounter day to make him husband his resources. "Kill the magus first, just like we planned!" can massage his ego rather than the DM being out to get him and give other players a chance to shine.
DM Alexander Kilcoyne wrote:
OK maybe her concentration was overt or maybe he's just really suspicious.
OK had to doublecheck detect evil to confirm what that means but now I'm scared...
To be honest I simply completely forgot to declare a detect on the usurer and was actually going to bring that up IC later. I figure that while Kiri has detect evil and magic constant she still needs to actively concentrate spending actions where necessary (which is how I played out the ability during the giant fight).
But Ok assuming now I/she didn't forget.
I don't want to be too annoying with their uses (and to be honest I don't really like detects as spell likes) but I'd rather not play dumb and not use them when I should. I should think your trap houserule tones down constant detect magic and personally tend to think that illusions require interaction saves. Happy with any other house rules you want to put in place. I liked the lyraken more for theme and her mighty umd than being a detect bot.
Well if we consider ourselves in danger mode I propose we're sleeping inside an extended rope trick from Marcus. Happy to be at the end of any watch as Okoya suggests.
Guys I'm off on holidays today for a week to the Maldives. Get the impression net access is spotty if at all so please bot me in the interval.
For what its worth you may wish to lose the forest references. Katapesh the city is in a fertile valley but think Afghanistan for everything north, aside from stretches of savannah. Sandy deserts in the west and south.
More (possibly) helpful geography facts on pathfinderwiki if your not fortunate enough to have Dark Markets.
Lord oKOyA wrote:
To be honest my post was intended more as "So exactly what are we doing?".
Something with an acid attack presumably. I had vaguely hoped we could take Gurg alive but even without his club he was doing too much damage for that.
As for treasure, were presumably going to end up spending hundreds of thousands of gp worth of loot to acquire items to acquire more loot in order to complete our quest and then incidentally get money sometime around what? Level 20 :) Hopefully Vincent is Ok with this.
Knowledge nobility is about Marcus's one weakpoint. So I suppose we know theres some shameful event but not what it is? I am thinking that Marcus will be a bit questioning of Vincent's reasons and they are quite different in alignment. Maybe thats come out in the past and they've covered over it. Just wanted to cover OOC before it comes up IC.
Lord oKOyA wrote:
About this and DM's reply below I'm pretty easy. Some parts of system knowledge are basically impossible to switch off (ie we run into a giant and I'm more inclined to target its reflex rather than fort save). But that ends up mostly being OK I tend to think. A wizard should generally know what his spells are good against.
Where it gets sticky of course is where everything is not what it seems. Maybe its just an illusionary giant or a giant with a bucket load of rogue levels. I tend to roll things in the open unless theres a point to hiding it (which is mostly skills) but then again your giving the fact away that you do need to hide it. So thats certainly not always perfect.
But ultimately players with time on their hands are going to desconstruct things. Particularly when lives are on the line :) Might as well fight the tide as that.
Overall, generally happy to just leave the resolution to DM's discretion particularly with him dropping (as he is wont to do) nuggets of info in descriptions.
My bad but init should be +10 with ioun stone (which I swapped in when persistent rod went out). Equally though I probably wasn't wandering into town with the strange rock circling my head so good for combat.
Familiar perception should be + 13: base is +9, + 4 for my extra ranks). (sorry didn't carry from skills up to top of stat block).
Its an interesting one and provides some flexibility. I should be providing pits and tentacles and things for you to knock someone into. On the downside it doesn't scale and targets cmd which on monsters at least scales up severely after CR 8 or so. Thus its best on humanoid enemies without good bab and will eventually be not useful. But hey its not that expensive so give it a go if you feel like it.
Second offensive defence if you feel you can squeeze it in. Its just so good and a +4 dodge bonus to boot.
I'm liking the final group a lot. 4 characters at 18+ strength says badass soldiers to me :)
From my side I'm really struggling with my last feat, the bonus 5th level one (thus crafting, metamagic or discoveries only). I would have taken craft woundrous item or wand but crafting is out and most of the metamagics I'd rather have a rod for (Im going to end up buying a lot of rods). I went Dazing Spell but dazing fireball is a 6th level slot and that will be a very long time away. Vaguely thinking about taking the trait magic lineage acid arrow and using dazing with that for a 4th level slot. Any other suggestions?
I suppose I can just beat your initiative and buff although flys an unlikely first round spell and after that your raged. I really badly wanted to work telekinetic charge into a 4th level slot but couldn't decide if it was good or just silly. But the urge to fling party members (particularly demi-humans) at the BBEG remains.
Looks nice Aron. I'm going to greatly enjoy inspire courage and possibly good hope on augmented summons.
OK good to know. It seems a fairly sad world given the ratio of evil vs good gods.
Talomyr if your still deciding on the anti-undead thing you might like to look at the oath against undead archtype vs undead slayer. Some nice stuff without having to make the full commitment for your smite (although you lose a mercy and get detect undead vs evil). My familiar can pick up the last though.
I think I'm going to end up casting fly on you a lot given the angry dwarven barbarian resists friendly magic.
From a look at a view forums last night yeah there doesn't seem like there is a world setting to draw from. Which is fine. Carte blanche to make stuff up!
One thing I guess is that the church of Muir is probably not on its last legs as per the Golarian port. So presumably we have allies and support in the background at least as soon as we can teleport.
Keen to get started. Any more ideas for the group genesis?
Managed to find a bit of info via google.
There is this on Bards Gate LINK
A map! LINK
Brief history of Orcus LINK. All we knew in the old days was that he had a wand we wanted.
Property prices! LINK
Wealth calculations! LINK
Some more gods stuff although looks like its the same as what you posted. LINK
OK heres the bulk of my crunch. Name to follow although it will probably be something in memory of Marcus.
Struggling a bit getting a versatile enough spell book and haven't got the cash to fit wands in as yet. Will probably tweak the spell list after seeing what Aron and Max end up with. Assuming in particular that Aron's bard will grab haste although I'll pick it up shortly.
Had a look at the deity list. Is there a wiki somewhere I could get a basic idea of the setting from?
Nearly swapped the whole thing into a white necromancer but not sure how much undead in the game and then thinking maybe a cleric better for that. Maybe that idea can be the backup.
Male Human Wizard (Conjurer [Teleportation]) 7
CG Medium humanoid
Init + 9 ; Senses Perception + 10
Languages Common, Celestial, Ignan, Auran, Terran
Wizard Spells Prepared (CL 7th; Concentration + 12)
Prohibited Schools enchantment, divination
Abilities Str 9 (–1), Dex 14 / 16 (+3), Con 14 (+2), Int 19 / 21 (+5), Wis 12 (+1), Cha 8 (–1)
Base Atk +3; CMB +2; CMD 15
Feats Alertness (w familiar) (B), Improved Initiative (B), Scribe Scroll (B), Acadamy Graduate, Spell Focus Conjuration, Augment Summoning, Improved Familiar, Dazing Spell (?) (B)
Skills (7 + 1) Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (planes) +15, Knowledge (religion) +15, Spellcraft +15, Perception + 8, Knowledge (history) + 9, Knowledge (engineering) + 9, Knowledge (nature) + 13, Appraise + 9, Fly + 8, Use Magic Device (B) + 6
SQ arcane school (conjuration [teleportation]), shift (15 feet) 8/day, summoner’s charm, traits (reactionary, purity of faith)
Headband of Vast Intelligence + 2 4k, Belt of Incredible Dexterity + 2 4k, Lesser Metamagic Rod, Persistent 9k, Cloak of Resistance + 1 1k, Amulet of Natural Armour + 1 2k, Pearl of Power 1st 1k
Arcane spell scrolls: see invisibility 2 (150), detect secret doors 2 (25) , enlarge person 2 (25), protection from evil 2 (25), expeditious retreat 2 (25), mage armour (12.5)
spellbook, spell component pouch, misc gear ()
1st 25 gp 2nd 150 gp 3rd 375 gp 4th 700 gp
4th level (starting 2) summon monster IV, black tentacles, enervation (700)
3rd level (starting 4) fireball, slow, aqueous orb, fly, halt undead (375)
2nd-level (starting 4) invisibility, mirror image, glitterdust, see invisibility, protection from arrows (150), resist energy (150), create pit (150), falselife (150), knock (150)
1st-level (starting 7) expeditious retreat, enlarge person, grease, identify, mage armor, magic missile, shield, summon monster I (25), alarm (25), mount (25), floating disc (25) illusion of calm (25), silent image (25), vanish (25), detect secret doors (25), protection from evil (25)
[extra spells 2,050gp, scrolls 262.50]
0-level—all core spells
Shift (Su) You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to ½ your wizard level (minimum 1).
Familiar - Lyrakien
CG Tiny outsider (azata, chaotic, extraplanar, good)
AC 20, touch 16, flat-footed 16 (+4 Dex, +2 size, +4 natural)
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) + 12, Perception + 13, Perform (any one) +11, Spellcraft + 9, Stealth +18, Use Magic Device + 12
Languages Celestial, Draconic, Infernal; truespeech
Starlight Blast (Su)
Traveler’s Friend (Su)