Baldwin the Merciful's: Treasure of Chimera Cove (ACG) (Inactive)

Game Master baldwin the merciful

Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.


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Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
baldwin the merciful wrote:

If you guys want to add one more level that fine with me at this point. I'm interested in seeing how these characters play out at these mid-levels where most gaming tends occurs. I'd like to see you guys get to a sweet spot before i hit you with a lich. :-) Bug and Quiz think I jest. Haha

Time stop. Gate pit fiend, delayed blast maximized intensified fireball x3, oops. ;)


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

OK, I've updated him to 8th level with one level of master of many styles. I would have gone with 2, but Hero Lab was being buggy and not allowing me to take pummeling charge.

I did keep to the 6th level WBL we started with since we've not been upgraded in loot.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

I'll update Quiz when I get back home tomorrow.


Evil GM

gear wise you all should be fine for this encounter, you all can throw out a small wishlist over here of items that interest you. If I decide to make it really challenging I'll give them to you.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

At some point later we should switch classes as well, there are 6 more we haven't tested. I bags Bloodrager


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I do have some swashbuckler builds in mind, but I honestly think the class is a bit feeble.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

I might try a Skald later if we end up switching classes.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Investigator 8: 1d8 ⇒ 8


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Not many posts to day.
My first day back and family are coming for my daughter's 4th birthday.
Will try and be on tonight


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Incidently having an awesome time. ...


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Rolling for lvl 8
HP: 1d8 ⇒ 8


Evil GM

I was quite busy and I was giving everyone time to update their characters.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

I've updated Quiz, major Changes:

* Can cast level 4 spells
* Added to spells known: Aqueous orb, Spiked Pit, Acid Pit, Black Tentacles, Lesser Planar Ally
* Changed trait to: Excitable (gnome) +2 initiative
* Changed feats to: Augment Summoning, Evolved Summoned Monster, Improved Initiative, Spell Focus (conjuration)
* Changed Archetype to Occultist

HP: 1d6 ⇒ 5

Of particular note is Conjurer's Focus ability

Conjurer's Focus:
An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends.

This ability replaces the arcanist exploit gained at 1st level.

So at the cost of 4 arcane reservoir points I can cast summon monster 4 as a standard action (but only have 1 active at a time) and get some of these bad boys with +4 con/str and a 1 point evolution (see Eidolon rules):

Hibbering mouther,Tiger,Hound Archon


Evil GM

Wow now I tell you that would not be permitted in a regular game that I run, it's fine here but wouldn't be permitted in campaign. Standard action, increased length and the ability increases of the summoning for a messily 1 point of arcane. Plus, Summoners - and eidolons - are on the normal not permitted list.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

For future reference here are some typical summons with Augmented Summoning and a 1-pt evolution.

Bison:

Bison

HP: 42 + 10
Bull rush CMB: +16
Offence: gore (2d6+14, Push)

Push Evolution *
An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Idea is to bull rush/ push something into an acid pit.

Tiger:

Tiger

HP: 45 + 12
Offence: Melee 2 claws +12 (1d10*+8 plus grab), bite +11 (2d6+8 plus grab)
Special Attacks pounce, rake (2 claws +12, 1d8+8)

* Improved Damage Evolution (claws)
One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Hound Archon:

Hound Archon

HP: 39 + 12
Offence: Melee bite* +10 (1d8+6), slam +10 (1d4+2) or mwk greatsword +11/+6 (2d6+6), bite* +5 (1d8+6)

* Bite Evolution
An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Gibbering Mouther:

Gibbering Mouther

HP: 46 + 8
Offence: 6 bites* +9 (1d6 + 2 plus grab)

* Improved Damage Evolution (bite)
One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
baldwin the merciful wrote:
Wow now I tell you that would not be permitted in a regular game that I run. Standard action, increased length and the ability increases of the summoning for a messily 1 point of arcane.

Yeah this feels like it's going to be over the top, but I'd like to try a couple of combats to double check. It's actually going to cost 4 points but that's kinda immaterial since the arcanist can convert lower level spells to arcane points.

Edit: The other arcanist thing I'd like to try is a blaster. I think I can build for respectable damage but it's going to run out of spells quickly.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Blaster Arcanist:

There might be other ways of doing this better I'm not aware of. It can toss out 8x CL 14 fireballs per day with either fire or acid damage doing an average of 4.5 dmg per dice so 63 dmg on average.

Quiznib
Male gnome blood arcanist 8 (Pathfinder RPG Advanced Class Guide 8, 77)
NG Small humanoid (gnome, orc)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 size, +2 natural)
hp 46 (8d6+10)
Fort +5, Ref +6, Will +8; +4 vs. fear
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +5 (1d3/19-20)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities (CL 8th; concentration +9)
. . 3/day—dancing lights
. . 1/day—flare (DC 12), prestidigitation, produce flame
Gnome Spell-Like Abilities (CL 8th; concentration +9)
. . 1/day—dancing lights
Blood Arcanist Spells Prepared (CL 8th; concentration +13):
. . 4th—
. . 3rd—inten fireball (DC 18)
. . 2nd—create pit{super}APG{/super} (DC 17), glitterdust (DC 17), glitterdust (DC 17)
. . 1st—grease, magic missile, obscuring mist, silent image (DC 16), vanish{super}APG{/super} (DC 16)
. . 0 (at will)—acid splash, dancing lights, detect magic, detect poison, ghost sound (DC 15), mage hand, message, resistance
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 21, Wis 10, Cha 12
Base Atk +4; CMB +3; CMD 15
Feats Elemental Spell[APG], Intensified Spell[APG], Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage
Skills Bluff +8, Knowledge (arcana) +16, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +14, Perception +8, Spellcraft +16, Stealth +14, Survival +0 (+2 to avoid becoming lost)
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan
SQ arcane reservoir, arcanist exploit (metamagic knowledge, potent magic), bloodline (orc), consume spells, fearless, touch of rage
Combat Gear potion of cure serious wounds, potion of fox's cunning, potion of levitate, scroll of daylight (CL 6th), scroll of haste, wand of mage armor (50 charges), wand of mirror image (20 charges); Other Gear dagger, amulet of natural armor +1, cloak of resistance +2, headband of vast intelligence +2, cracked dusty rose prism ioun stone, wayfinder, backpack, masterwork, bedroll, belt pouch, blanket, coffee (per cup) (4), coffee pot, flint and steel, ink, black, inkpen, mess kit, spellbook, tindertwig, waterskin (2), 33 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Fearless (Ex) At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Scroll of daylight (CL 6th) Add this item to create a scroll with spells on it.
Scroll of haste Add this item to create a scroll with spells on it.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Touch of Rage +4 (4/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of mirror image (20 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Doesn't fireball cap at 10d6?


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Yes. Those would be intensified fireballs.

It might be better to use the school knowledge (admixture) exploit over elemental spell metamagic.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Jumping in at 6th or 8th level is one thing, but would the character have survived 1st level, organically.

I sometimes find myself liking a build at 3rd or 5th level (multi-classed, usually) and when I think of how they'd have started... I think, they'd have been dead, dead, dead...

Unless they had a really good team.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

I know exactly what you mean, and blaster builds (particularly stuff like cross blooded sorcerers) are often late bloomers at best. (Although if you build around burning hands you can do some sick damage at level 1)

The occultist would be fine at level 1, although the summons are kind of weak. I suspect the illusionist would be very weak.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

As I was leveling up I found 2 great spells that are forever on my prepare list.

Defending Bone

and Burst of Radiance


Evil GM

I'm pretty busy this evening, so I'll pick this up tomorrow.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Will be out of town and fairly non networked, so bot me as needed. Will be back on Sunday night.


Evil GM

I'm out this evening, so I won't be on tonight.


Evil GM

I'm logging off for the night.


Evil GM

I have busy day tomorrow until about noon.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

That caster needs to die.
Quiz- get fly on Bug.

I'll hold of the Orogs
*Machismo*


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Quiz is dead, so no fly for me. I don't happen to have a fly potion (should have grabbed one like usual). But the we're 8th now with 6th level gear, so we're rather short on toys.

Personally I'm wondering how much longer the water breathing will go since the line of effect of the water will protect us from spells.


Evil GM

Gear shouldn't make much of difference here. You are fighting an 8th level sorcerer, his stats aren't anything spectacular, that has minimal defensive gear (+1ROP, +1 Amulet, scroll of fly, CMW potion). He used one 4th level spell to buff himself (greater invis).

You trapped some mundane guards 2nd level guards in the pit, who have offered nothing to the battle.

You have recently joined Orogs that are a third level bard (msw weapon and msw armor) and an accelerated orog fighter 2 (msw weapon and +1 armor equipment.)

It's not a matter of equipment your group's gear and individual abilities exceed these foes.


Evil GM

water breathing is 2 hours/level divided by the 4 allies. It's been maybe an hour.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Quiz is NOT dead.
He was at -2 and I used Cure Serious wounds at the top of the round to cure 27hp.

He is awake but prone. He can cast as a standard, the crawl to the water.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Perhaps I didn't put enough spells in Quiz's book, but I consciously kept the number low so there isn't an answer to everything.

He doesn't know fly, although if we survive this encounter that may change :)

Oh if he did know it and had it memorised, he'd need Bug to come to him since it has range touch.

Anyway I think the best course of action will be to try and land another glitter dust. Then my summon will be able to attack, and since its hasted its going to hurt (if it can full attack).


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

What Baldwin's trying to say we dumber than an Orc Sorcerer. :)

He's maintaining plausible deniability vs. a Liable/Slander suit.

Quiz, just to pile on to the debacle... doesn't the summoning/Eidolon vanish when you go -2hp (pass out, unconscious, sleep)?


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

I don't know :) I'll run some searches when I get home from work.


Evil GM

That saying something since the orc sorcerer only has an 8 intelligence.

good question on the disappearance: if it's an eidolon I believe it disappears when you are unconscious under the eidolon rules. That being said I looked at this as a summoned creature which I believe stays till the spell duration ends.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

I agree, Quiz is dumber than an Orc Sorcerer f9r lf for not learning FLY.
LOL


Evil GM

Fly does modify the landscape of battles...your hexcrafter in the RC game has shown that.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Absolutely.

Any caster I have, soon as they hit 3rd level spells, they learn Fly and Haste!!


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
Grenadel "Rena" Aeleanir wrote:

What Baldwin's trying to say we dumber than an Orc Sorcerer. :)

He's maintaining plausible deniability vs. a Liable/Slander suit.

Quiz, just to pile on to the debacle... doesn't the summoning/Eidolon vanish when you go -2hp (pass out, unconscious, sleep)?

Since its a summon the consensus seems to be it stays until the duration is up. There's a bunch of other threads which rehash that.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Sorry didn't know what it was... I was keen on Summoners for a bit, never played one. The eidolon disappearing when asleep was annoying.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Have to admit I'm kind of biased against summoners at least in a table top game. Reason being unless the player is really on the ball they tend to bog play down. Something about the Eidolon rules tends to invite errors (usually on the OP side) although properly audited they're not that bad.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

That's on the player.

I always play to the DM. If he's ratcheting, I'm tweaking. If he wants vanilla, that's fine too.

Baldwin is 99% good about communicating what he wants. Except he never says "no crafting".


Evil GM

I had busy day today and I'm tired, so I won't be posting this evening. I'll get something up tomorrow morning.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

WOW. Just reread the tower shield rules and saw you take a -2 to attacks even if you are proficient with it.

That blows goats.
Mind if I change it to a large shield Baldwin?

If not I'll just drop it and wait till I pull a shield off an enemy
..


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Goat cheese anyone?


Evil GM

Oh...lets see you play with the tower shield. something new, you can drop it if you want there are no dead bodies near you anyway.


Evil GM
Grenadel "Rena" Aeleanir wrote:
Goat cheese anyone?

I'll take me a nice chèvre.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Yeah, about the only way to make a tower shield bearable is to use the tower shield archetype of fighter, and even then you give up far more offense than it is worth.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
baldwin the merciful wrote:
Oh...lets see you play with the tower shield. something new, you can drop it if you want there are no dead bodies near you anyway.

No worries.

II ain't sucking a -2 to hit AND only doing one hand damage.
Can't believe I missed that.
Even blew a feat on Proficiency.

Will drop the shield and jjust two hand my sword (as long as I keep making the ref save)

Will still play sword amd board when I find a normal shield. Lost that tower feat though.
I now remember why I hated John Deos build. Rarely hit stuff.

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