Aardvark's "Nothing Venture Captained, Nothing Gained" Shattered Star Campaign (Inactive)

Game Master Troy Malovich

Newly joined Pathfinders are sent on their first foray into the history of Varisia.


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Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

I'll allow the LE, as it was really only Elrawein that was off-put by there being an evil party member.

I have an issue with his motivations though. How is he connected to the Pathfinders if he only wants to fight tough things and return home? That's not what the society is about. Not to mention his headhunter/assassin vibe also doesn't play well with the Society. I would like to see something that fits with how and why he is a member, not just glory killings. Also, bear in mind, he will not getting any tasks from the house of pride, as they are not involved.

Char gen: Read fully and carefully before posting.
4d6 - drop the lowest - roll this 7 times - drop the lowest score
The total of all your modifiers can be no lower than +5 or no higher than +12

Roll your second level HP in the same post as your ability scores, or take half (not half+1). If you are unsure what your 2nd lvl will be roll 1 of each hit die (d6, d8, d10, d12) so when you do decide the roll has already been made. If you do not roll in the ability score post, you get half (not half+1)

You get weapon finesse for free, and 1 free skill point to put in either craft, perform, or profession. The exception is that it cannot be put in a class-specific skill (perform for bards, alchemy for alchemists, etc..) Basically, if you have a class feature that operates off that skill, pick a different one.

It's still early enough in the campaign that 1 of you traits will need to be one of the campaign traits.

Ignore WBL for now, just use 1st lvl starting gear. I will try to go through and average what you have each earned gear wise up to this point and give you an extra value equal to the average treasure found by the group.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Another thing, though this might not be relevant depending on what you care about.

There is a certain inherent challenge in character creation, and it comes with basically making up an entire person.
With Alexander, it seems that you're going back to your comfort zone by playing a character that you've already done before.

It's up to you, but I generally prefer that people try new things when they make new characters.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

I brought that up before when we began and he jumped at the chance to be the 1 allowed evil character.

It's seems there is a pattern to his characters, but as I've had this discussion with Uriah in RL, it just may be how he enjoys the game.

Dareon, you and I may prefer to do something different with each character, though I know I also tend to repeat certain concepts that step far from the expectation (like play one class like another - my magus almost thinks he's a paladin, my drow is savage, or some spellcasters like bards are unaware that they are casting spells).

Of all of them, I tend to almost always have decent Int/Chr because I don't like feeling as if I can't convey IC what I as a player am thinking/doing.


Hmm... I agree, lein. I do enjoy my comfort zone, yes, but that lies primarily in Lawful Evil as an alignment itself. Alexander has stark differences from Dmitri, in the fact that he's not about to go and languish himself with women at every turn, or turn into a sheer fool if one of them tries to kill him.

Alexander himself Is the type of person who just wants to get better at swinging his scythe, and isn't shy about gloating, although... I do have a similar plan, albeit different.

4d6 ⇒ (5, 2, 3, 3) = 13 (11) (+0)
4d6 ⇒ (4, 3, 6, 1) = 14 (13) (+1)
4d6 ⇒ (5, 6, 5, 6) = 22 (17) (+3)
4d6 ⇒ (3, 3, 4, 3) = 13 (10) (+0)
4d6 ⇒ (6, 1, 2, 6) = 15 (14) (+2)
4d6 ⇒ (1, 6, 6, 2) = 15 (14) (+2) Total Modifiers = 8

I will be taking half plus one, also.

One particular question, is would you allow a 1d10 weapon that's essentially just a glorified Longspear?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Aardvark DM wrote:

Char gen: Read fully and carefully before posting.

Roll your second level HP in the same post as your ability scores, or take half (not half+1). If you are unsure what your 2nd lvl will be roll 1 of each hit die (d6, d8, d10, d12) so when you do decide the roll has already been made. If you do not roll in the ability score post, you get half (not half+1)

Bolding mine.

There's a reason Aardvark said to read fully and carefully.

paizo srd wrote:
Glaive-guisarme 12 gp 1d8 1d10 x3 — 10 lbs. S brace, reach, see text APG

A glorified longspear? You mean this?


Gah, I meant to say the not part, lol. My apologies, I did read it though. I'm actually pretty pleased with the character I've got thought up.

Also the reason I ask about the glorified Longspear is because the only other option that has the weapon specials I'm looking for is a Nodachi, that is both out of the country and hideously overpowered given its' circumstances.

**Edit

Scratch that, his weapon is changing like the seasons... I'll post his full setup next.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.
Duboris wrote:
Hmm... I agree, lein. I do enjoy my comfort zone, yes, but that lies primarily in Lawful Evil as an alignment itself. Alexander has stark differences from Dmitri, in the fact that he's not about to go and languish himself with women at every turn, or turn into a sheer fool if one of them tries to kill him.

I wouldn't exactly say stark differences. For the most part they are both fighter followers of a deity of one of the deadly sins (Dmitri isn't the class fighter for the sole fact Lein allows LE Anti-paladins). Alexander may not be like Dmitri, just in that one is Lust the other is Pride, so that tempers their personalities. I'm not saying I have any issues with the characters, just that I see where Lein feels they are very similar.

Duboris wrote:


4d6 (11) (+0)
4d6 (13) (+1)
4d6 (17) (+3)
4d6 (10) (+0)
4d6 (14) (+2)
4d6 (14) (+2) Total Modifiers = 8

Also, the Char gen/read carefully instructions said roll 7 times

Duboris wrote:
One particular question, is would you allow a 1d10 weapon that's essentially just a glorified Longspear?

I allow any weapon that is in the SRD that comes from an official Paizo product (no 3rd party). As long as you have the appropriate feats required if it is an exotic weapon. Just bear in mind the issues that Apollo runs into, in that to focus on a singular specific weapon type, especially a less than common one your magical upgrades may need to come out of your own pocket/time.

Most Importantly, I didn't see you address my concerns about the motivation portion of the character. Do you have a plan for modifying those?


I did roll 7 times, but I just deleted the 7th one because it was a 7 total. I didn't roll my health, as I usually have a high con on my characters and half is still good.

Also that character was more of a suggestion as an example, but I'm thinking up something different.

On top of that, I could have just went with a regular Halberd. The Nodachi isn't even an exotic weapon, actually. Which is why it freaks me out.

I'm going to have to think on it...

The main issue I'm having is that I don't want to overlap with anyone and we need a dedicated damage dealer, as none of us are full bab at the moment, and likely won't be. We have Fade as Arcane, Dareon is a frontline with alchemist qualities, Uriah is deaf, Oz is dead, and Tanj is our token Cleric with anger issues. (The best kind of cleric.)

That said, I could easily make a split-class rogue of sorts, but then I'd be repeating Oz. I could make a fighter, but then I'd still be in my comfort zone. The issue with picking something out of my comfort zone right now is that everything non-comfort-zone is already filled with their respective person.

We have a Dedicated healer, a dedicated Arcane, a front-lines, and our skill monkey just went and jumped off a figurative, albeit somewhat literal, cliff. So I have to ask. Do I make a character with the party in mind, or do I stick to my comfort zone? Frankly I enjoy my "Pattern" if it can be called that. I just like the bottom row of the alignment square, really. LN, LE, and NE are my favorites. I strictly dislike the top row, if only because prior to discovering play-by-posts, my more-generous characters got killed off.

Case and point...


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Fade is hardly a dedicated arcane (magus is 2/3rds, and he's multiclassing into rogue) and his player's been saying he's thinking of leaving.

Dareon is going to be a melee character, but isn't building for combat.

The one thing we really don't need right now is divine, as we have a cleric and an oracle. As far as class goes, that leaves: barbarian, bard, fighter, monk, paladin, ranger, rogue, sorcerer, wizard, alchemist, gunslinger, magus, summoner, cavalier, witch

Hardly a limiting list, as far as I'm concerned.

There are lots of ways to go for the same things. One need not play a fighter to play damage-dealer, one need not repeat more of the same to build the same.

I would make a character that you'll enjoy role-playing, as long as that character is not a divine character. Idk. That's my input.


Prior to his Fluff, what do you guys think of this?

Adiraq Scarnetti
Male Human Fighter (Weapon Master) 2
LE Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 19 (2d10+4)
Fort +5, Ref +2, Will +0; +1 bonus vs. effects targetting a Cutlass held by you
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +7 (1d6+6/18-20) and
. . unarmed strike +6 (1d3+4 nonlethal)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 13, Wis 10, Cha 11
Base Atk +2; CMB +6; CMD 18 (19 vs. disarm, 19 vs. sunder)
Feats Combat Reflexes, Desperate Battler, Power Attack, Weapon Finesse, Weapon Focus (cutlass)
Traits alabaster outcast
Skills Climb +8, Craft (painting) +6, Intimidate +5, Survival +5, Swim +8
Languages Aklo, Common
SQ weapon guard
Combat Gear potion of cure light wounds (2); Other Gear studded leather, cutlass, fighter's kit, whetstone (3), 20 gp, 9 sp, 4 cp
--------------------
Special Abilities
--------------------
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Weapon Guard +1: Cutlass (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

I mean, it seems effective enough, if that's what you're asking.

In a party, Desperate Battler generally is a poor investment, because it's a poor tactical choice to separate yourself from your party for a mere +1 to hit and damage.

Focusing in a cutlass may also be a poor choice. I doubt you'll find another, so you'll be purchasing all of your own weapons with cash.

Are you planning on going down a Combat Reflexes feat chain?


I've been wanting to make a reach weapon fighter that uses Dodge, Mobility, Combat Reflexes, Spring attack, and that sort of thing to be very mobile around the battleground. Lunge, Combat Expertise, and Combat Patrol are also on the list.

Also you just need to be over 10 feet away for Desperate battler to be effective, so you're not really "Far Away"


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

But Duboris, a cutlass isn't a reach weapon. If you're making a reach weapon fighter, why not buy a glaive and focus in a glaive?

Or something.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

If you want reach, I'll be nice and give you a hint, there is at least one Ranseur upgrade that I know of.

Reach and Lunge could be a neat combo (if they work together, not looking at the books, so don't know if there's any issue). Step-up might work well with that also.

Tanj, you got lucky. Since your bit of luck is a Standard, and you used your move to swim, you only get the 1 swim check. That one (the 6) didn't fail by 5 or more, so you don't sink, you just don't make progress. So, if say you wanted to take a second round to luck and Harrow before your next move and try again....


I know a cutlass isn't a reach weapon. (That's kind of obvious) but yes, as far as I know, which is remarkably little, Lunge and Reach work together, and I'm not sure, but it'd be great if they worked with Combat Patrol. (That'd provoke an AoO on 3 occasions...)

I considered glaive, as well, but I've used that poor weapon so many times.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

Aard, I was confused by your comment "you only get the 1 swim check".

Bit O' Luck allows me to roll 2 d20 and take the higher result. That's why I rolled twice for the single check.

But since the 6 result kept me from sinking, I'll go ahead and try again in the next round. See the gameplay...


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Hey Aardvark, question:

What do you think of the ACG classes? Would you ever let someone use them in one of your PbPs, even before August, when they actually come out?

By the way, I have to thank you, Tanj, for rescuing Dareon.

@Duboris - Lunge and reach weapons do work together, but Combat Patrol and Lunge (the feats) shouldn't have any interaction. Lunge allows you to attack beyond your normal reach on your turn. Combat Patrol extends your reach for the purposes of AoOs. You don't get to use Lunge when it's not your turn, so you won't have a 15ft. reach or anything, especially for AoOs. Also remember that you can only take one AoO per creature.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Tanj, I wasn't tracking the function of the ability. I thought it gave you a bonus to a roll. I forgot it was a roll twice, take the best. Regardless, it didn't change the results, so it's all good.

Dareon, I'm really reluctant to include the ACG classes. I haven't really looked at them. From what I glanced over, they all look to be gestalt/multiclass-esque versions of the other classes. Taking the best parts that were hard to work together without being too MAD. Kind of like Maguc was the answer to the gish (ftr/wiz) concept that was a lot of work to make function.

I'm not likely to allow any of the ACG classes until it's been put on the PRD so I can look at them at length.


I was actually perhaps going to suggest a slayer, but that's out of the window it seems.

That said, here's my situation and my thought process.

- Considered a flamboyantly gay brawler, but axed prior to Aard's dislike of the ACG at the moment.
- Considered another Rogue built around feinting, but realized that I just got done playing a Rogue and that's kind of blocked off given the circumstances, at least by my self-imposed rule of "Never remake anything close to the character that just died."
- Considered a Divination wizard. Axed.
- Considered the reach weapon fighter with a bardiche as his main weapon. Axed.
- Made the Adiraq scarnetti concept, and axed it, even though his personality was good, minus his outrage towards those that abandoned the views of their deities.
- Considered an Alchemist Monk that wasn't a Dr. Hyde type, but realized that flurry of bombs is one of the most grisly, optimized things in existence, and for that reason I abstained.
- Considered a bard, but shanked the idea.
- Considered a particularly book-wormy wizard, but wanted to abstain from wizard because I Technically had just became one, so self-imposed rule ahoy.
- Thought about, extensively, Adiraq scarnetti again, but realized that even with a reach set up he's still volatile against potential clerics. Or allied ones.
- Barring the Warpriest, I have no love at all for any divine class.
- Sorcerer is something I am in the middle of considering, but at the same time we're short on frontliners that hurt, so I return again to the pure fighter archetype, of which I believe I have an idea.

Meeeeehhhhhhhhhhhhh


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

In a way, class doesn't matter. You can basically re-skin the same person to be five different classes. Connecting personality to class is a bit of a fallacy. So, if you wanted to play a slayer, you could just play an urban ranger or a swashbuckler rogue or something. If you want to play a brawler, you could play a martial artist monk or an unarmed fighter.

I don't think we're in particular NEED of greater DPS - for one thing, I haven't used any of my DPS-enhancing class abilities yet. Dareon is quite tough and has sneak attack to boot, so I think we're mostly good on that line.


Just a question. If I make a character based on this, I'll personally slap myself, but if a person has 2 shields, I'm going to assume that only one goes towards AC, but what happens if he shield bashes with the other shield? Does he still get the AC bonus from the other shield?


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

I believe that he does.

Another thing is that you can use them both without losing the shield bonus by taking the Shield Mastery Feat. Use two spiked shields by Ranger 6, with the Two-Weapon Fighting tree and you can get into some pretty silly stuff. Shield bashing allows for free combat maneuvers on hits for the price of feats and such sometimes as well.


retired

Aard and I discussed my thoughts and struggles and I've come 'round to giving it the ol' college try once more with Faedrin. Here's hoping noone else runs off a cliff. <crosses fingers>


*Looks at Sorcerer spells*
*Checks off feather fall*


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

I'm traveling for a few days, with unknown internet access. So, you might not see me until late Tuesday or Wednesday. Feel free to DMPC.

Tanj will use channels and more CLW to get Dareon up to health. He's ready to keep going.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Duboris, have you gotten anywhere with a replacement PC?


retired

Do we want to press on and keep going even though we're down a man or would you guys like to pull back to the Heidmarch Estate and regroup (possibly with Oz's replacement)?


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

If we were ftf, I'd say push on, but that could be weeks of real world time in pbp. So I vote to go back.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

Unless Aard can put the new character somewhere in the remaining areas of the tower.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

I think it makes the most sense to leave for now, and regroup. At least from an exhaustion perspective. Then again, we also have the Tower Girls on the ropes, having killed like six or seven of them.


retired

I was thinking the same, Dareon. As crushing a loss as we suffered, I still think we have something of an advantage what with no alarm being raised yet. All bets are off in that respect if we pull out now.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

Agreed. Let's do it quickly, then, and not leave Duboris out of the action too long.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

So, then the decision is to continue cleaning up the Tower Girls first?

If so, are Dareon and Tanj climbing up to the others? AND, if they are, how are they doing it? swapping ring, climbing, swapping, climbing?

Also, just a hint, Natalya's map is still in the campaign tab. Take a closer look at it. Maybe you missed something.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

All I can see from the map is that we can move from the Dock level (where we are) up to the 4th floor. I'm assuming the rooms at the top of those stairs will allow access to the platform/trap door stuff we used first.

Is that what the map is showing with the "hidden opening" writing?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Yes, that is what I was indicating. There is a way to get to one another without climbing. You guys went up to avoid the alarm being raised, but you guys have dealt with a large portion of the girls already.


Male Human (Varisian) Oracle/2 (AC: 17/18 [T: 13 FF: 14/15] | HP: 17 | F:2, R:3, W:4 | Init: +3 |Perc: +5)

I need to bow out of this game. I'm in the middle of renovating my house to get ready for rental and my time-line to finish just got moved up by several months.

Aard, feel free to DM PC Uriah for as long as needed.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

Good luck with the house. That's a lot of work!

It was nice playing with you.


As of now I'm officially back to posting since my vacation is over. I'll be posting short.... oh right.

Jokes aside, I will be continuing this campaign as soon as a point where I can waltz in comes around. Who knows? By the time you guys are done cleaning up the girls I might be able to make a level 3. Doubtful, of course, but the fights are certainly not taking as long as they did prior.

That one fight with the goblins, or what have you, took about a month XD and I still don't know why.

I enjoy this group.


retired

So we're effectively down two players now in this watery ruin-tomb. Do you want us to press on and figure a way out, Aard? Should I keep interacting with Uriah or should he just vanish while Faedrin's distracted looking down to the others?


Oh, good news. I've settled on a Charisma character. A Pyromaniac sorcerer with the Alabaster trait. I'm at work at the moment so I can't exactly stat him, but on the alignment spectrum I would choke him up to NE if only because of his danger-close tendencies.

Elemental (Fire) blood line that fled his house shortly after burning it down after he realized what he was capable of.

Human with Elemental Focus (Fire) and Spell Focus (Evocation) as starting feats and a 19 charisma. I thought it was a good idea on the grounds that we don't have a face, and it isn't a wizard, technically. I look forward to coming back into the game at some point :D


retired

Not that I'm discouraging your idea, Duboris, but if you're making this character driven solely by our lack of traditional party face, keep in mind that I'm planning on Faedrin dipping into Rogue next level in order to pick up diplomacy and the social skills.


If I'd taken this guy from the beginning and befriended you with him I'd say we should take the feat that let's us both roll diplomacy and use the higher of the two as our rolls then add our own modifiers but that's not the case.

While he can be a decent face (14 int) I'm picking him up mainly for the raw firepower that an Evoker sorcerer brings to the party, as well as taking him down the craft line if I can help it at a certain point. Essentially I'll be taking Know: Planes and Diplomacy, as well as basically anything I can grab. Last I checked Herolab I had 14 skill points, not including the free point in a craft that Aardvark gives us.

Upside is if I do this, you could consider keeping with magus and pick up level 2 spells, but regardless of what you do I'd be kind of ditzy not to make use of my diplomacy score with 19 charisma. Mind you this character is no Dmitri Mavis, I'm still going to focus primarily on being a master blaster, after all. Level 3 I'll probably grab Improved Initiative, or Toughness... or Dodge.

I plan on grabbing Mage armor, Shield, Magic Missile and Burning Hands, but I haven't really gotten down and gritty with the hero lab bits.


Haha! I apparently can only pick 2 spells to work with, and with such a major focus on fire so early, it seems I'm going to be getting a little closer than I'd like... Perhaps Shield and/or Mage armor might have to be reconsidered?

2 spells... Spark is always nice, but I can't just throw oil at someone, nail them with it, and then set them ablaze because they're considered "Attended" and then there's the matter of walking around with a ton of oil on my person for just that exact same reason.

Right now I've got myself set as "Elemental Focus (Fire)" and "Spell Focus (Evocation)" and on the next level I'll be taking "Greater Elemental Focus (Fire)" for a grand total of DC 18 level 1 spells. Not to mention DC 19 level 2's, if I remember Sorcerer progression accurately. For all I know it'll be level 4. **edit** It IS level 4 that I get the second level spells, but at the least I get 3 level 1's to use amongst themselves.

Magic missile is a solid choice to me, as Evocation encompasses that whole deal. If I chose Magic Missile and Shield, though, I'd have no use for the elemental bonuses until next level which would make more sense given the character, so I could take Spell Focus (Evocation) and Improved Init, or toughness, or something else, and get a fire spell afterwards but that's just the problem.

Magic missile on a wizard is stretching it, but Magic missile on a sorcerer is an explosion of joy. That same thought, however, I can cast burning hands just as much with it's high save for 2 less damage on AoE, and potentially buff with Mage armor.

With that train of thought, I'm going Mage Armor / Burning hands for level 1 spells. Hip hip hooray.

Also Faedrin in light of you going Diplomacy, I've instead decided to go into bluff and appraise, instead, considering that's more along the lines of what an "arsonist" would look into. Just gonna do a bit of quote from the character to let his speech pattern come into the fray.

"Funny thing, really... Burn enough things and you start something, right? Start to realize... Realize their value."

And that one sentence is why I'm going appraise again.

I also have Knowledge Planes, spellcraft, bluff, and the usual.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Wait, if you're going elemental - fire bloodline, isn't burning hands the first bloodline spell for that bloodline?

Beyond that, if you're going with that bloodline, you can cast a spell of ANY element (though not force or sonic spells, I think) and convert it to fire instead. Because of that, you could go with shocking grasp, Magical Lineage (shocking grasp) and grab Reach Spell as a feat so you don't have to be in melee combat.

Also, ever consider burning disarm?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Fade, I know Uriah RL, so go ahead and keep interacting if you wish and I will try to play him the best I imagimne my friend would.

We can work him out when we work Duboris in.

---------
Everyone, we are now down to 3. So a recruit or more is encouraged. This game was about taking good RP-ers from those I've played with to a private invite game.

To beef up the player base, do we want 1 more, or 3 to get us back to where we began with 6?

Also, any suggestions from any games we are in together of who would be both active and good additions to invite? I'm thinking Surubi from my Mummy's Mask? Any others?


retired

Matthias from our Rise of the Runelords game has played in a bunch of games with me before (many of them still currently). If I recall, he was also in the Jade Regent game with us too. He's always been a steady, solid poster in my view, so if we're looking to pull in new blood his name is the first I'd pitch.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Agreed about Matthias, he was one of the ones I had in mind.

What about numbers? How many do we want, or just invite 3 and see how many accept?


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Look up YoricksRequiem. He's always been one of my favorites, since my very first game. He plays Raijinn in my Curse of the Crimson Throne and Kyra in my Rise of the Runelords.

I'd like two - so that we have five.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Wasn't Yorick's in you WotR? Weren't there quite a few occasions where we were waiting for the two of them to post to move forward?


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

It's true that Yoricks is a somewhat slow poster, yes.

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