The trip was smooth. I'm visiting family in a prearranged trip; I was hoping to change the tickets to not be gone so long, but it was too expensive. Might as well look for work while I'm here, since I'm not having too much luck back home anyway. Posting should be fairly consistent for a couple of weeks, now that I'm more-or-less settled in.
I'm taking a short break and noticed that you still have the type 1 numbers up. The type 2 numbers are 6d8+30 hp, +5 natural AC, BAB +4. Fort +10, Ref +9, Will +3. Str 21 (before TotB), Dex 16, Con 21, Int 5, Wis 12, Cha 9. Listen +6, Spot +6, Taunt +4. And attacks count as a +1 magic weapon for the purposes of overcoming DR.
I do not plan on making another character for the evils' game. I knew that I was pushing it by taking on a fourth PbP, and I was right. Experience has repeatedly shown that I only have enough creative juices to contribute consistently to three, and my Serpent's Skull and Pathfinder Society games are pre-existing long-term commitments.
For the same reason, I will not be GMing anything anytime soon. Someday, yeah. I GM'd a one-shot Shadowrun game in college that everyone raved about. (But it was such a horrible experience for me that I never GM'd again. Long story.) And I'd need creative energies to spare, which means not until I'm down to playing in two PbPs, which could be years from now at the rate things are going.
Also, I'm not interested in running Zaruksis for this combat. Just to suspend my disbelief that he's actually there, I'm having to treat the NPC as being like a fanfic version with a different personality.
One of things that drives Zaruksis is a desire for self-determination. He saw the power of the tomes as a means to that end, but the search is starting to feel too constricting -- the power is nebulous and distant (and seeming to flit away whenever they start to get close), while the limitations on his choices are clear and ongoing.
I think he'd rather be a privateer, trading when it's worth his while, and taking what he wants otherwise. That would align his method with his goal, since he would have a great deal of freedom right away.
Honestly, I'm just not enjoying that game so much. Zaruksis staying with Captain Bones can either be a game-changer or (more likely) a goodbye post. I'm fine either way.
AoO = melee attack, unless there's some rule I don't know about.
I got mixed up with Pathfinder rules, where you can explicitly do a trip "in place of" a melee attack, and therefore as an AoO. I was waiting for a resolution on it before declaring Gwen's regular action for the round. With a nat 1 on the Str check, I certainly won't mind if you rule the trip attempt illegal. ;)
Sorry for my poor contributions lately. I'm no longer suffering the stress of an emotionally-abusive workplace, but instead the stress of job-hunting while unemployed. A "worse before it gets better" thing. So I just haven't really felt like writing. But the weather today is fantastic, and I'm feeling great. :)
I just finished spending a whole day on two of my least favorite things: tax returns and job applications. So now I get to play!
ETA: That's odd. Spirit of Wolf is listed under 4th-Level Shaman Spells, but then the spell description says Shm 3. Split the difference and call its spell level 3.5 (available at shaman level 6)?
ETA x2: I have to be honest, Gwendalyn never actually spent the action to light her lantern. But it's all full of oil and ready to go!
I didn't get the job. :( Of course, that means that I need to be putting in more applications at other places, but I should still have some time for updating the doc.
@Sajeek & Kwen: I think that you should still have Inner Fire active. It would last 50 minutes. (+1 insight bonus to AC, +3 buff bonus to hit points)
Since you asked, I'm gonna be honest:
Enchanter spells are tricky to choose from, and I think that you chose poorly in some respects. It's obvious what to do with a magician (pets!!) or wizard (nukes!!). You seem to be treating an enchanter as therefore specializing in everything except pets and nukes, and that's not quite right.
Your direct-damage spells aren't as powerful as a wizard's, but they're still the spells that would see the broadest use. On a list full of situational spells, the one-two punch of Tashan and Chaotic Feedback is something that you would use all the time. Gate is of little use until you have Bind Affinity (unless you want to spend months sailing back to us from Erudin), and Bind Sight is incredibly situational.
There's also the question of which ones to memorize. Since you can only memorize eight (until you take Mystic Capacity), compare Fear and Eye of Confusion. Both can effectively take someone out of the fight for 1d4 rounds, Will negates, Spell Resistance yes. EoC keeps them where you can see them (and end them), for less mana, and at a higher DC. In the meantime, while you have both of those memorized, your scrawny butt is completely unprotected: no Shielding for AC, and no animation for a cover bonus against ranged attacks.
Enchanters have a lot of versatility that the other arcane casters don't have, especially out-of-combat. However, I think that you will find Brontide frustrating to play in such a dangerous world unless you prioritize his combat abilities as need-to-haves, and then fill him out around the edges with the nice-to-haves that make the class so interesting.
Eh? I've been thinking of trying my hand as a GM someday, but whence the idea of a hybrid group? This is out of the blue from my perspective.
Eye of Confusion will affect nonliving targets, but not undead since they are immune to spells of a mind-affecting nature.
Since [Mind-Affecting] is a formal spell descriptor (see Lull for example), I took that to be the meaning of the immunity. Comparing Fear with Spook the Dead, they're both Alteration [Compulsion, Fear] spells; the difference is that Spook the Dead is a lower-level, lower-cost version with a narrower target (one undead creature instead of one creature). So, the way I read it, even Fear would work on a skeleton, let alone a spell that merely clouds the senses (not the mind). And in keeping with my policy, now that I have stated my position, I will leave it at that. :)
I finally managed to surmount my job-hunt anxiety, write a resume, and submit an application! That is especially good because I quit my job two weeks ago. I just couldn't take even one more day of that emotionally-toxic work environment. (Which is why I've had more time to post lately.) But I was severely under-employed anyway, and I kind of needed a kick in the pants to fix that. So I think that it will all work out for the best in the end.
Kwen: Under Languages, it would be handy to add the total number of ranks in parentheses, such as Elven (4) and Iksar (2). For example, if Kwen and Gwen try to communicate with each other in Iksar, then what would matter would be their total combined ranks (2 + 2 = 4), not their skill. Also, once Kwen learns how to read lips, his 5 ranks in Thieves' Cant will give him a +2 synergy bonus to read lips in that language.
* You were given the option of +5 bonus attribute points instead of +7 bonus training points. It looks to me like you just used the +7 training points to get an attribute point, in which case you'd be better off with the +5 attribute points. They can be used to raise an attribute's starting value up to as high as 18 before racial adjustments (and later in-game rewards).
* Please break down how the training points were used.
* This is just to point out a gameplay restriction that you might not have known about. Aside from your two starting spells and the two bonus spells that we all just got, you need Spellcraft to learn more, and it can only be used trained. I don't expect you to short your learning of iksar, so this is one case where it might be worth it to use 5 training points to buy a rank in a cross-class skill.
Oh, then that should probably be marked down somewhere. As well as the bonus attribute points that we got at the beginning for different things (which I'm guilty of not recording either); Gwendalyn got +2 Wis and +2 Str.
- Under revision now. I don't have a lot of free time at the moment, and I need some time to choose two spells.
May I suggest Mircyl's Animation, oh weak and fragile one? :) Sure, it can't keep up with you -- but it can keep up with Nogglegrop, so it should at least be with the group. The 22 hp is actually really good, when you take into account its hardness and various immunities.
Revery & Sajeek: Current XP and Next Level XP are undefined.
Nogglegrop: In lieu of the barbarian having an XP penalty, the other characters received 7 bonus training points. Total should be 32.
If you marked off the 104 gp from when Sajeek got the casks of Ol' Tujim's, then make sure that you also added back 52 gp from Gwendalyn and Revery contributing 26 gp each. (She'll be throwing some more cash his way; the timing just depends on when it makes sense RP-wise.)
Also, classes that get spellcasting at a later level normally only get two spells to start. Even with the two bonus spells, that's only four. Sajeek could learn Cure Disease and Minor Healing from his scrolls; but each one would take a full day's study, followed by a Spellcraft check, and then (if successful) the consumption of the scroll and 100 gp worth of spell scribing materials.
Nogglegrop: Still showing 5 gp and 18 sp, same as when freed. Since then, we earned 500 gp (100 gp each) for our traitorous delivery of an offer to the dervishes; Sajeek bought the casks of Ol' Tujim's, but then Gwendalyn and Revery each chipped in 26 gp; and Ooma gave us a parting payment of 20 gp, or 4 gp each. Don't recall if Noggy bought anything.
Edit: Whoops! I hadn't updated the cash on Gwendalyn's sheet in even longer. Fortunately, I've been keeping track.
Have you ever been in a situation where an emotionally-abusive supervisor was keeping poor workers, because you were always short-handed? Because anyone with potential immediately quit? And so you were doing half of the hardest work (since you were the only other one who could), while constantly training new people -- since the supervisor was a horrible trainer -- and being paid the same as the ones that were only given easy tasks? I'm so tired all the time, it's reached the point that even my own dad thinks that I should stop caring about my job, in order to save my energy for looking for a better one. :|
DM Stephen wrote:
Never mind. :)
So. About saves and multiclassing. The way that they do it coddles the mathphobic, but I actually have a B.A. in mathematics. I think that I can handle adding fractions, and I would gladly trade away the 1st level +2 bonus in later classes for being able to track fractions instead.
For example, just using the charts, a 3rd level ranger appears to have +3 Fort, +3 Ref, and +1 Will. Taking a level of barbarian would simply add +2 Fort.
Going by the progression, a 3rd level ranger actually has +3 1/2 Fort, +3 1/2 Ref, and +1 Will. I would like to keep the fractions and add +1/2 Fort, +1/3 Ref, and +1/3 Will. So, Anton's final total would be +4 Fort, +3 5/6 Ref, and +1 1/3 Will; and as usual, they would be rounded down in practice.
It wouldn't be a big deal if barbarian were going to be my only other class. But if I also multiclass into fighter as currently planned -- and not just as a dip -- then tracking the fractions of the progressions (instead of just using the charts) would allow Anton to continue making progress on his Ref and Will saves, instead of not.
I feel like we're getting close to the end of this chapter. Due to being stranded for so long, if we ever get back to civilization, that will be one massive loot split. Since DM AK has loot split PTSD, I think it would be best for us to start talking about it now, and make sure that we're all on the same page. Here's my current understanding:
* We basically total up the sale value of everything we found -- plus Larissia's and Nora's gear, minus whatever Ishirou gets for having a treasure map -- which is half of the value that I listed it for on the party loot log. Then we add the value of all the coins, gems, and jewelry.
* All of the player characters get an equal share.
* Your PC has first dibs on what he's currently using -- and can claim it at the half-off sale price, rather than the full retail price -- up to the value of his share.
* If your PC is using something and you don't claim it as part of your split, then it becomes fair game for another PC to get it at the half-off sale price. In that case, if more than one wants it, I'm assuming a dice-off?
* There could be all kinds of weird little exceptions. For example, Anton whittled a holy symbol for Jask, made a club sculpted like a cobra for Gelik, used one of Nora's starknives as her gravemarker, traded holy symbols with the dead cleric as part of her funeral ceremony, gave 20 handfuls of volun berries to Aerys, and received an inspiring manuscript from the troubled brawler. I don't think that any of those things should even be included, and I doubt that it's a complete list.
* Wondrous items magically fit whoever wears them. For example, although no one else but Gelik can wear Anton's Small +1 slick breastplate, anyone could wear his Azlanti boots of the jungle -- that is, if it weren't for the fact that he absolutely loves those boots and will almost certainly claim them. ;)
* I think that we should ignore expendables that have been expended, such as potions and scrolls, and just split what we have left.
* Also, some things might be effectively priceless. For example, unless and until we actually sell the spell notes that led to Azlanti luck and Azlanti glue, I would have no idea how to calculate their value. And that's probably as it should be.
Patrick Renie wrote:
some of Golarion's most famous endemic creatures
FWIW, I recommend "autochthonous" over "endemic", because the latter has "infestation" connotations for me. ;)
Sameple Usage wrote:
The Kurds are an autochthonous people in the Middle East, growing from the soil that they now dwell upon; but it was the practice of the European imperial powers to draw lines splitting a tribe between several different nations, while also lumping several different ethnicities into the same country, in order to weaken them and make them easier to dominate. That is the source of much (but by no means all) of the endemic strife in Africa and Arabia.
Unless you meant to imply that those beasties are pests, in which case never mind! :)
She took her daughter to the hospital with a fever, got a flu shot while she was there, and twenty minutes later couldn't hear anything except tinnitus. To be fair, she was already basically deaf in one ear, and they think it might be a tumor pressing on the eardrum of the other -- which would presumably take longer than twenty minutes to grow -- but still. It's kind of disturbing, and we lost our last supervisor and our last assistant supervisor to different things around this same time last year, which just makes it even creepier. But it's just the supervisors, so it's probably stress-related. I'm already planning to delegate more than my predecessors if I'm promoted before I find another job, especially since I have urticaria; I'm allergic to stress, and that's not a metaphor. It gives me hives. Literally.
I've had an interesting couple of weeks. First the assistant supervisor went deaf, and I got overtime. Then the supervisor took ill, and I not only got some more overtime, but even spent some time as the official acting supervisor (on the timesheet and everything). First time ever, and it was more draining than I expected; and I think I'm also fighting off whatever brought down the supervisor, since I'm really tired and have been for over a week (despite getting more sleep). So my point is, I'll catch up with both games tonight, but I'm kind of wiped out and it could take a few hours.
Charisma wouldn't have worked for me. Think about it: wizards specializing in the enchantment school are still Int-based, and clerics with the Charm domain are still Wis-based. Cha-based magic is for spontaneous casters and the raw, unmediated use of power, such as a cleric's Channel Energy. However! I've long believed that the witch should use Wisdom for her casting stat (while remaining an arcane prepared caster).
After all, she's getting her power from a patron via her familiar, not studying complex concepts from obscure tomes. And, your skinchanger is even more primitive and naturalistic than the base class, using actual physical animal skins to shapechange. I'll agree that you could've changed the casting stat with your archetype -- but I think that you missed the perfect opportunity to make a Wis-based witch.
But you don't need to justify chaotic monks, because Kwai Chang Caine. And when clerics cast spells, they're still channeling divine energy -- but in a focused way, instead of a reckless, uncontrolled burst. And amazingly, even the most chaotic clerics can still cast spells; why, it's almost as if moral alignment doesn't have anything to do with self-discipline...
The ways that monks use ki are more specific than just "raw healing in a radius" or "raw damage in a radius", so I disagree with your implied assumption that Channel Energy is a more comparable class feature than Spells. At the very least, you could've made a good argument for still using Wis -- if anyone even objected! -- and just ducked the whole "greater MADness" problem.
This one started out as a Yes, since I love the flavor. By the time I finished reading all the questions, it was a Maybe. (I still have a lot of archetypes to read through.) My biggest question actually starts at the beginning: Why "skinchanger"? I've never heard that term before, and you repeatedly reference Native American myths that I know as "skinwalker". I only have a passing acquaintance with them, but still. Seems like you should use the term that people know.
I think that I have Gwendalyn all leveled now. Still to do:
* Alter her background (as suggested by Xenh) to reflect the greater danger and time of overland travel in the tabletop version of the game: she never ventured further south than Everfrost before being kidnapped, and after using the firepot, she and Sajeek took boats from Freeport to Halas and back.
* Update her gear with loot from the dervishes.
* Finish leveling Zaruksis.
* Finish updating his gear with loot from the boat and the goblins.
* Give an RP response to Loki's crisis and question.
My weekends are relatively free, so I'm optimistic! :)
I like it! The obvious inspiration is Kung Fu, which is basically about a Shaolin monk wandering the American West with a bounty on his head for killing the Emperor's nephew (which was true); and what better stand-in for the Wild West than the River Kingdoms? As a rootless "anti-vigilante" -- using "anti-" in the "anti-hero" sense of breaking the stereotypes -- Kwai Chang Caine is as chaotic good as they come, so the alignment switch doesn't even warrant a blink from me.
However, I agree with others that it would've been more appropriate to replace Stunning Fist instead of Quivering Palm. It looks like you tried to have your cake and eat it too, so you only made a down payment for Ring the Temple Bell up front. It's not a fair trade to make a balloon payment of the balance thirteen levels later, while enjoying the benefits in the meantime.
Also, I think that the criticisms of using Cha for ki don't go far enough. Even setting aside the MADness, it just doesn't make sense to me. Clerics derive their magical power from a deity, and use what stat for it? Wisdom. Leaving it alone would've been better for character playability, system consistency, and your word count (which you could've used to find a different replacement for Quivering Palm).
That said, the powers and flavor are appropriate for the Milani theme, while also playing off of a character trope that is deeply rooted in the American consciousness, yet hard to pull off in the current rules. (The martial artist in UC is more of a Chuck Norris archetype, while this one hits the right notes of peacefulness, helpfulness and slipperiness for David Carradine.) I think that this archetype should be fixed and published. Recommended.