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Its fair and reasonable for everyone to have a wand of cure light to share the burden/cost of getting people healed up after combat. Wands are great for that. I do agree that they are not so good at keeping people up during combat. We will have to use our wit and good tactics for that. I am going with the Skald. I will prep him and update his alias now.
So my shaman is busy in another game. I can offer you my Skald level 6 that can indeed use said wand, and cast a little healing himself. He is pretty good in melee as well. Or if the group needs better heals I'll play Shine, my level 7 gnome cleric of Sarenrae. I'd rather roll with the Skald but if the party feels we need the channels I'll do that.
I would very much like to play. I can offer the following characters and will play whatever the party needs at whatever APL we go with. If we go low I would prefer the Skald but if we need heals I'll have fun with the Shaman or cleric.
Strix - one issue is the flight thing. Except for small druids (or other class that can ride a flying mount) there is really no way to fly before 5th level. Its simply game changing at 1st level.
The other issue is that strix are so rare that one is going to stand out as unique in any social setting and usually in a bad way. They are not highly thought of by other races in general and have a racial hatred of humans. Humans know this. I can see you not being allowed in to inns, temples, peoples homes and shops, etc. Your average person on the street may not know what you are. Some might attack you on sight. Heck in the right setting I can you being blamed for things you did not do and potentially the target of angry mobs.
Plus 200 more to make it a +2 strength bow. Since your strength is 14 that would seem to be the thing to do. And if you are looking at spending that much there are special materials that make it harder to break. (I am not sure which are in the Hardback books though). Bows are ridiculously easy to sunder. Have a back up. :)
I wanted to mention that Taket has an option at level 11 and can either pick up Improved Sunder as a feat (which goes very well with Spell Sunder and is handy in general) or can pick up an extra rage power and be able to pounce. Barbarian pouncing is pretty nasty and some might consider it overpowered. Since I do not really know at what level the combats are run I wanted to get input from the other players and DM before finalizing that choice.
So meet Taket, a human Shoanti barbarian who came to Sand Point to warn the town about the giant threat. He was sent because of an omen from a great Shoanti shamen who fortold of the giant's planned attack on the town. He is scarred and tattooed and looks intimidating as hell but has a good heart and will bravely defend his friends. I plan to create a more detailed background for him later.
Taket Stats :
Human (Shoanti) barbarian (invulnerable rager) 11
CG Medium humanoid (human)
Init +2; Senses Perception +14
hp 137 (11d12+55) 181 while raging
Fort +14, Ref +8, Will +6; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging
Defensive Abilities fortification 25%; DR 10/lethal, 5/—; Resist fire 2, extreme endurance
Base Atk +11; CMB +17 (+19 sunder); CMD 31 (33 vs. sunder)
Feats Dazing Assault, Dreadful Carnage, Furious Focus, Improved Sunder, Power Attack, Raging Vitality, Vital Strike
Skills Acrobatics +10, Climb +8, Craft (weapons) +3, Handle Animal +4, Intimidate +16, Linguistics +1,
Languages Common, Giant, Shoanti
SQ fast movement, heart of the fields, paranoid
backpack, belt pouch, blanket, crowbar, flint and steel, hemp rope (50 ft.), soap, sunrod, torch (10), trail rations (5), waterskin, whetstone, 104 gold
HP Question - Do we get full HP at first level?
Hi. I am quite interested and propose a superstitious Shoanti (Human or half orc) barbarian. He will likely use an earthbreaker. I like the idea of starting at 11th level as that is usually about how high I get to before the game ending. I can post daily except for special events in my life an usually can post more than daily.
GM Aerondor wrote:
Not sure I would know but is the ghost healing? A few turns back it seemed to be down 50. After more damage over at least two rounds its down less than this. If its healing is there any way we could tell?
I was already thinking druid, as my core character is a druid. I'll at least look at the Bard as I do not recall even glancing at it before. And those links are indeed up there, but were not when I posted. I promise. I think I just needed to refresh the page. lol.
Thanks for the advise.
When do we start?
GM Aerondor wrote:
Sorry, but I am unsure how to get to the discussion threat from here. Do you have to provide a link?
It looks like we have the following rolls at least partially covered:
Not sure what Luke will play and if we will get a 6th. I will wait until I know who is at the table before choosing a core Iconic. I hope that any core class iconic will work but seem to recall that some came out later than other and I guess its possible that some of their abilities or even gear is not core. If you know one way or another let me know.
Core Iconics I know of are:
Anyone have any preferences?
If you can play a Tiefling look at Fiendish Vessel. This archetype channels Evil and not positive or negative. Evil heals evil characters and harms good ones at the same time. That is the only way I know to do both with a single channel. But there is a price for this - Channel Evil uses D4s for results instead of D6s. I do not believe there is a class that does the opposite - i.e. Channel good.
OK. I still will want to hear from our 4th before final decision. I think I'll go archer/ranger with good perception and survival. But if we lack a face or arcane caster I can go sorcerer. I already have the ranger pretty much built so can post the ranger quickly. Likely just strait ranger but maybe infiltrator.
The truth is that rangers are powerful but quite linear to play and can get boring...Or that is my experience at least.
Hi all. I too have played part of this AP 3 other times and am hopeful/expecting that this game will be a lasting game.
Previously I played an elven archer ranger and a gnome fire oracle. But if we have a druid and a hunter then a ranger is likely redundant, especially if we only have 4 players.
I could play an arcane type and could go sorcerer if we need a face. Thoughts?
Ravvyx the Plague wrote:
I see that now. Thanks for pointing it out. I read over the rules twice and failed to see it.
Sir Bastion wrote:
Sir Bastion has posted this a while back.
Wow. A chance to play at 20th level. This is not an every day thing. I am very interested. I want to play a wizard BUT that is a lot of work to build that class well. And a demon hunting Paladin is very thematic for sure, so maybe that. Let me play with some concepts and I'll see what I can come up with. Do we have a character due date?
Just thinking about the mission - I think if we actually see Orcus we have done it wrong. :)
A lot of good ideas here.
Grit has some hours/level buffs but even those do not last all day. I guess we really need to be ready 24/7 -that is hard to do. I am all for any types of alarms to alert us that the enemy is here but we have to keep in mind the possibility that they can appear in out midst.
Stone Shape is good - but will require us to re-memorize spells in order to cast. We might not have that long. And they we are operating down some higher level spell slots. And we already know our enemy can teleport. So a stone will might not be effective and I think at best will act as an alarm as they break through the thin stone.
I like Nnn's center room idea - with doors open. This further lets us potentially hold a door against them while the room's guardians flank with us. I like this a lot because ideally we need to support each set of guardians to maximize their benefit.
If the girl can sense her sister then that in itself is an alarm no?
Hmm. Down to three slots. I had better step up my game. :)
Here are some details on the druid character I was thinking of.
Hailing from the great savannahs of the Mwangi expanse, Ojore first came to the white man's camps as both an emissary and observer to see what these foreign men would do in the Mwangi. Now he watches them from within. He chose to join a group to better watch them and protect his jungle from their misuse. Keep your friends close and your enemies closer...
Ojore and his lion companion will contribute to the party in a number of ways.
With a good outdoor skill set and the ability to track, even by scent, he will be quite handy to have in any natural surrounding. He can serve as both scout and guide and at 4th level his scouting can be enhanced with a climb speed or swim speed. By 6th level he will also have a fly speed. His perception will be +6 starting out and improve with each level. He also is a local, knowing local customs and speaking the native language.
Ojore is a front line fighter when he needs to be and will a respectable starting AC of 20. With a round to buff he can deal out significant damage. His lion companion will flank with the party and chase down any who might try to run away.
As a caster Ojore will both buff and heal while doing some battlefield control when needed.
Ojore is tall for a Zenj warrior, standing almost 5 and a half feet in height. He is lean and well muscled with skin as black as night. His eyes are a bright blue, telling of a mixture of races somewhere in his background. Maybe he has Cheliax blood, but do not tell him that.
Ojore dresses in traditional tribal apparel. His sandals lace high onto his calves. His cloak is made from a lion skin and includes the lion's head as a hood. His shield is kite shaped with a heavy wooden rim and fine hides stretched tight over the boss. he wears a war club on his belt that has seen use and carries a javelin loosely in his free hand.
I have played many play by email games in years past, mostly with the GURPS rules. I would love a chance to get into another one. Serpent's Skull would me my campaign of choice, but I'd play any of them. Note that I am pretty familiar with the first book of Kingmaker.
I can have fun playing any role and would be happy to fill a role needed in the group. Thinking Oracle or Bard at the moment, both of whom could do some secondary healing.
Hi all. I hope to be joining you shortly as your healer. I have a build ready to present to DireMerc as soon as I hear from him on a few questions. I wanted to post here to say hello and to ask your thoughts in general about healers.
I built what I think is a very good life oracle. Later I noted he is very similar to the life oracle you previously had. I guess the goal of being a good healer pushes you into that mold. Is that what you think you need?
My personal thought is that it is very hard to heal in combat and keep up with APL appropriate damage. It usually better to buff and support and do most healing out of combat. That said, this guy has combat healing and can cast quickened cure serious at 30' range twice a day. Plus his channels are 7d6 as currently equipped.
He would be better at support if he was a cleric instead of oracle. But then he would loose life link and a d6 of channeling.
Also, I had a question about everyone's level. It seems people are different levels. Is that correct?
You can reroll any set that is 15 points or less.
OK. That would be both sets. And I PMed you on my build I am very close but wanted to hear back before sending you something to look at.
Set one: this is a nice set of rolls! I will happily take these.
Stat: 4d6 ⇒ (6, 6, 5, 6) = 23 18
Set two: 11 ponts
Stat: 4d6 ⇒ (6, 6, 2, 3) = 17 15
Set two redo: 17 points,
Stat: 4d6 ⇒ (1, 1, 3, 6) = 11 14
Rolling stats for my divine caster.
Stat: 4d6 ⇒ (3, 2, 6, 4) = 15
Stat: 4d6 ⇒ (3, 6, 2, 2) = 13
First set is slightly better than a 25 point buy so I'll take it.