Vattnisse |
Janosz is updated. I rolled 6 for his new hit points, put my +1 stat bonus in CHA and put my skill points in the usual spots. Also, I now have a 2nd level spell slot.
This will be my last Ranger level - hereafter I'll probably switch to Fighter.
I'll make a avatar for Rod and update him later tonight.
Gil |
Seems silly not to complete the PrC at this point, so another level of Recaster.
Hit points, minimum 3: 1d6 ⇒ 5 (also realized I had messed up my hit points last time, so my new total is an increase of 9 rather than 7.
Ability score boost goes to Intelligence.
Skill points: Bluff, Disable Device, Perception, Sense Motive, Spellcraft, Use Magic Device
I have not looked at her spells yet because that's in a dead-tree resource that is not immediately at hand. Hopefully tomorrow.
Nevharath |
Will try to get Nevharath levelled up by Saturday morning. This week was a short work week, and company functions further crapped on two of the remaining four days, so five days of work has been condensed into two days.
Also, Heathy's Carrion Crown campaign has gone inactive...
With Nevharath's new level, is there anything the group is looking to Nev for that he should work on? Initially, I brought him in to be tanky but ended up losing focus and making him more of a damage-dealer. I get one more power known from the following list HERE, suggestions are welcome. I already have Energy Adaptation and Steadfast Perception.
RodBot 5000 |
Here's the Rod placeholder. I'm about halfway through making his character sheet. One notable thing - he's one feat short. Any suggestions? As he got Alignment Channel through his PrC, I'm leaning towards Improved Channeling, but any ideas are welcome.
Tenro |
Channeled Shield Wall?? costs a channel, but +2 AC (deflection) aint bad.
not sure how useful itll be, it helps others with shields while he is adjacent, but I dont figure we are often adjacent in fights.
ithuriel |
Update notes:
HPs: 1d6 + 3 ⇒ (4) + 3 = 7
Favored class bonus: add a 5th level spell to book
Bab +1, all saves + 1
Skills: 2+8+1 + headband skills
Perception 5r
Fly 1r
Spellcraft 1r
Kn arcana 1r
Kn planes 1r
Kn religion 1r
Feat: ectoplasmic spell? Improved Init?
Spells:
Contingency
True seeing
Overland Flight
Will continue later
Vattnisse |
How about Divine Interference for Rod:
As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
How are people enjoying things at the moment? This section down here is potentially quite big, but if psycho undead is getting old please let me know.
I'm enjoying myself. The undead are different enough to not seem samey, and they aren't as annoying as they used to be (i.e. no crits, energy drain etc.).
Gil |
How are people enjoying things at the moment? This section down here is potentially quite big, but if psycho undead is getting old please let me know.
I'm distracted by RL, but I'm certainly not bored by the adventure. Your creativity never disappoints, sir.
Gil |
For Rod, does he have the Spell Penetration and Greater Spell Penetration? Don't know if he's going to be using his spells to harm enough to warrant them, but it certainly seems reasonable at this level to pump those level checks up a bit.
Nevharath |
The dungeon is awesome, the traps and monsters don't seem repetitive. Bored with Nevharath and disappointed that I managed to built a frontliner with less AC than the party wizard, even though I saved money by not buying a weapon. Also has less to-hit than half the party. Doesn't have much to contribute outside of his sub-par combat performance.
The dungeon is truly amazing though, i get the feeling like we are trying to find Darth Vader inside the Death Star, but we landed on the outside of it and climbed in the exhaust port, and are searching by foot.
Aubrey the Malformed |
OK, as Tenro is getting a bit tired of Nev we had an off-line conversation where Tenners (new nickname) suggested a cleric. On that basis I contacted Heathy in his Texan redoubt to see what his situation is, and it is unlikely he'll be back for something like eighteen months (which probably translates as "ever") as his classes are ongoing. So (and many thanks to Vatters for the effort of creating a new character sheet for Rod) we are likely to swap out Rod and Nev for a new cleric "who just happens" to be hanging about with nothing much to do. That way we don't have to worry so much about managing NPCs, and Tenners is happy with his character. If Heathy comes back, this cleric should be sufficiently different as to not be treading on Rod's toes since his build will concentrate on melee combat.
Gil |
As I audit Gil's abilities (necessary every time I get her half-leveled and have to start over to see where I left off), I realize that I failed to determine two skills to be associated with her headband of intelligence.
How much leeway do I have to select those, Aubrey?
ithuriel |
Mine has a Knowledge, Linguistics, and Acrobatics which... I don't know- I guess I took it just in case. Even if you are going mental skills only Linguistics seems like it could lump in there. Maybe spellcraft too though neither of us, nor anyone making a headband would need it.
Would you prefer I trade in the acrobatics? I'm not attached to it.
EDIT: Also home again. Woo!
Vattnisse |
Is it at all possible to exit the dungeon, or are we trapped in here until we find Gath? This seems like a good time to make our way out; maybe Rod has had his faith shaken by exposure to so much Keeper-ish lore, and Nevharath is suffering from lingering aftereffects from the psychic assault of the mindspider? We walk out, say goodbye to the retirees, welcome a new one and, perhaps crucially, buy and sell some gear.
Vattnisse |
Fair point. The tentacled bastard might even want Gelb returned intact and alive.
Anyone seen this and got any comments (Tenro, I know you are aware)?
Just remembered this. Looking over the implants, it looks like they no longer have a permanent stat or hit point cost. Are you OK with that, Aubrey? If so, I'm more interested than ever in getting one or two.
Gil |
Last item for Gil's level-up (I think): I also failed to pick a bonus spell known last level. I am leaning toward Dragon's Breath for the variety of energy types and shapes of the damage dealt. What do you think?
The headband will grant Gil point in the Knowledge (Dungeoneering) and Knowledge (Religion) skills, then. I think she would have selected those, given the option.
Tenro |
Kazadar was born the ninth son of Alric Soranath, a blacksmith of no small reputation in the Mror capital of Krona Peak. As children, he and his brothers were expected to pull their weight in the smithy. He favored the work as a youth, but hearing tales from his brothers of their exploits in combat against duergar and Jhorash'tar made him long for a life striking more than steel and iron with his hammer.
Kazadar's foray into a more militant lifestyle was ill-advised; when weighed against his brothers, his strength was found lacking. During an extended stay in an infirmary recovering from severe wounds suffered while defending a trade route from Jhorash'tar, Kazadar befriended a Vassal of the Nine by the name of Bruennen. Kazadar saw divine magics as a way to shore up his physical shortcomings, and he knew the more militant members of the clergy fought things several measures more impressive than orc raiders and deranged dwarves from below. Eager to rise to the challenge, Kazadar applied himself to religious studies of the Sovereign Host.
Though he venerated each of the nine, Dol Dorn and Dol Arrah were the first he bonded to closely, so desirous was he to take the fight to the vile creatures that the average mercenary heard of only in tales told ale-in-hand around a fire. When the Mror Holds declared it's independence, there was a massive influx of tasks for the faithful of the Nine to complete abroad, and Kazadar jumped at the opportunity. In the last war, Kazadar was called to fight alongside the faithful to defeat the creatures that would otherwise have preyed upon the fractured land. Shortly after the Treaty of Thronehold offered respite to warring nations, word reached Kazadar that age had taken his father, and his mother succumbed to grief two weeks later. Kazadar traveled back to Mror for the first time in decades to meet with his surviving brothers and offer the blessings of Onatar, Boldrei, and Kol Korran. Greddark, Kazadar's eldest brother, took over the family smithy. Kazadar stayed for two years to assist his brother in completing orders and securing a few special contracts from the church, as much as it was an attempt to make up for lost time with his family. However, the desire to once again venture out into the world and put hammer to skull grew from a spark into a bonfire within Kazadar once more, and he said his goodbyes once more.
Kazadar took an assignment to assist the vassals of the Sharn chapel in defeating the horrors preying upon the weak and the poor living in the Cogs. Kazadar ventured to Sharn with four others to reinforce a squad of vassals already stationed in the City of Towers. Their mission was to punch into the Cogs and trace the threat to its heart and defeat it. They tracked the undead predators through the Cogs and discovered that the threat stemmed from the City of the Dead. Once they were in the belly of the beast, things took a rapid and violent turn for the worse. Though they felled scores of undead, their numbers dwindled as vassals fell to supernatural foes and supplies were exhausted. The three of them that remained finally caught the revenants they sought, and put it to final death. Mission complete and spirits low, they began the trek back to the city above when a moving wall trap separated Kazadar from the remainder of his squad. There was a sharp pain and the squeal of chitin and metal scraping, and Kazadar's vision went black. When he awoke, he was in a cell.
He had lost count of the time he spent in the cell. Had it been weeks, or merely days? No light penetrated his cell, and very little sound to mark the passage of time. Given just enough food to survive by a small creature whose conversation alternated between mad rambling and proselytizing the teachings of the Keeper, it was all Kazadar could do to steel his mind in this time of endless darkness.
Aubrey the Malformed |
Fair point. The tentacled bastard might even want Gelb returned intact and alive.
Aubrey the Malformed wrote:Anyone seen this and got any comments (Tenro, I know you are aware)?Just remembered this. Looking over the implants, it looks like they no longer have a permanent stat or hit point cost. Are you OK with that, Aubrey? If so, I'm more interested than ever in getting one or two.
The conversion stuff looks quite reasonable, although there are some bits of it I really don't agree with (his take on warforged totally doesn't work for me). By and large I am happy to run with it if you run it by me first. It's much less work than having to do it myself.
AinvarG |
Oh, yes, I saw suggestions about warforged-specific armor as something that could be bolted on, replaced, or enhanced rather than as a component of the body that couldn't be removed. That was a suggested "new rules" item that I didn't think he had gotten around to yet. I didn't know what his actual conversion did. How dare he think that people would want their characters to behave like humans. ;-)
Not sure I see a problem with it, personally. Flavor is not enough reason for me to keep something as it once was. I know he said he was trying to follow the design philosophy of the new Pathfinder rules, but I don't recall if he said what specifically led him to the decision he made - since it is for his home game, maybe there was some negotiation with his players.
Tenro |
Yeah, i can see your point. The way it is done in the conversion makes their racial traits very powerful, but we dont use traits in this game.
A big part of being warforged, mechanically anyway, is that they're built with armor. They cant just pick up any old suit of armor and wear it. And logistically in the setting, it is cheaper to mass-produce the same pieces of plate and bolt them on to an unfeeling being than to mass-produce sets of armor that comfortably fit humans, when all the padding and adjustable leather straps are wasted on a warforged.
Kazadar Soranath |
hp: 10 + 11d8 ⇒ 10 + (6, 2, 1, 8, 3, 2, 8, 5, 1, 3, 7) = 56
In order, increases to bring low rolls to half value:
+0 +2 +3 +0 +1 +2 +0 +0 +3 +1 +0
68 HP total.
Edit, values lowered when i posted in my other alias... grrrr
Kazadar Soranath |
yeah, character sheet isn't done yet.
I had a misunderstanding of the feat, i thought it negated the -2 penalty on attack rolls that comes with a tower shield. as it doesnt, I am dropping the feat (which does nothing for me, as you said) and I am going to pick up something else. Thinking of Domain Spontaneity (War) or Attune Magical Weapon, but suggestions are welcome. I don't want to take Dodge or Power Attack.