A low stone altar, its sides carved like coiling snakes and its top carved to resemble a yawning viper’s maw, sits in the center of this room. The walls of the chamber are carved with images of anthropomorphic serpents using strange, pointed megaliths of stone to work great feats of magic—transforming an army of humans into zombies, calling down flaming bolts of lightning from the stars, or parting the waters of the sea to dash human ships upon the exposed rocks of the seabed below. This final image seems to have been recently cleaned of dust, and several lines of text have been made more legible via the application of inks and perhaps blood.
DC 20 Knowledge(geography)
Spoiler:
the images presented depict scenes here on the island of Smuggler’s Shiv.
DC 20 Knowledge (history)
Spoiler:
thecarvings are ancient indeed, likely contemporary with ancient Azlant.
DC 25 Knowledge (nature)
Spoiler:
the creatures depicted are ancient serpentfolk.
Numerous Aklo carvings remain on the walls, but only those near the carving of the receding tides are legible.
Smaller carvings nearby depict serpentfolk splashing blood on curved runes carved on upright stones before a red mountain, and then holding venomous snakes against the blood that they might lick the stones, pouring water onto a pyramid-shaped block of red stone from a bowl, and standing before the pyramid of stone with arms upraised and mouths agape as if shouting to the heavens as a bolt of lightning arcs up from the stones into the sky.
DC 15 Knowledge (geography)
Spoiler:
You recognize the mountain in the carvings as Red Mountain, on the island’s southeast shore.
Inscription in Aklo
Spoiler:
To Command the Very Tides to Rise Up and Eschew What Lies Below:
Empower the Four Sentinel Runes with the Blood of a Thinking Creature Tempered by the Kiss of a Serpent’s Tongue.
Anoint the Tide Stone with Waters Brought from the Sea in a Vessel of Purest Metal.
Invoke the Lord’s Sacred Name to Wrap His Coils around the Sea Itself that He Might Lay Bare What Lies Below and Cast Down Your Enemies on the Waves above.
Helga stares around in astonishment at the room, peering closely at the carvings and inscriptions.
Knowledge(geography) 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge (history) 1d20 + 7 ⇒ (14) + 7 = 21
"These are very, very old," she murmurs. "Maybe as old as fabled Azlant, or older."
Knowledge (nature) 1d20 + 7 ⇒ (17) + 7 = 24
"And these are the serpent folk, I think this woman who seduced the captain must be one..."
Knowledge (geography) 1d20 + 7 ⇒ (13) + 7 = 20
"This is the mountain on this island, it must be."
Helga whispers the words of a spell (comprehend languages)and the letters shift and warp and she recites aloud:
"To Command the Very Tides to Rise Up and Eschew What Lies Below:
Empower the Four Sentinel Runes with the Blood of a Thinking Creature Tempered by the Kiss of a Serpent’s Tongue.
Anoint the Tide Stone with Waters Brought from the Sea in a Vessel of Purest Metal.
Invoke the Lord’s Sacred Name to Wrap His Coils around the Sea Itself that He Might Lay Bare What Lies Below and Cast Down Your Enemies on the Waves above."
Atzi stares at the images of the serpent people, realizing that they did indeed depict the ancient serpentfolk and not cultists in costume or else. "What have we found here... These depictions are that of the Ancient Serpentfolk people..."
She stares in wonder for a moment before shaking her head and focusing. "Let us clean out this nest of evil and worry of runes and history later while we are fixing the light house."
"And what of your betrayer?" Helga asks. "She has gone to the mountain, for a purpose we can only guess. It is surely an ill one for us, though - I like not this talk of tides rising up. What of this mountain, what secrets lurk beneath it? What treasures await us?"
Atzi nods to Helga, acknowledging her words. "I would seek her out if we could and thwart her plans. But that is just me, all I know is for now we should continue forward and make our plans once we are firmly back in the light of the lifebringer."
Natalyah's mood dampens with every word Helga relates from the symbols on the wall. Snake men, ritual talk about controlling the oceans and scenes of high magic. Probably rituals and temples too. And it pointed towards the mountain on this island. Knowing the stronger wills of this group they would bound headlong to the mountain to oppose what ever they thought was there. To clense it of evil. Natalyah snorted as she continued to listen to the bard. The snort caught in her throat however when Atzi retorted. Natalyah was caught off guard when the druid began talking about ignoring the temple and rebuild the light house. A flicker of hope rose in the morose and brooding ranger. A hope that was soon snuffed out along with her surprise as Helga quickly talked the mwangi girl into investigating the mountain.
"What treasures?!" Natalyah blurted out. Her disappointment was fueled by the death of the hope she felt just seconds ago. "The prize you should keep your eye on is a way of this island!"
"Girl has a point. If the woman caused you to be stranded here from the start nothing stops her from making trouble while we're waiting for a ship to pass by close enough to investigate."
Atzi looks at Caithan. "Have we forgotten that this woman traded the captain to something down here for safe passage. A something that is just as dangerous to us and the others stranded here? So lets talk of this somewhere else and be done with this place..." Atzi was uneasy talking in the dank dark of this underground place, so far from the light and just feeling plain wrong to her bare feet...
"The most wise thing you've said all day", the brooding Natalyah says and walks to the exit. She keeps her blades close and senses alert. The denizens of this cave are a closed chapter as far as she is concerned, but if she should encounter more on her acent she wasn't going to back away.
Atzi looks at Caithan. "Have we forgotten that this woman traded the captain to something down here for safe passage. ...
"And that something is still down here. I do not want to stay in this place but we have to find that something or else face the risk of seeing our friends end up like your captain. There was another passage from the water room."
Atzi tilts her head, perhaps it was they way she speaks that makes people misunderstand her. She planned on burning this hole completely before leaving it and nodded to Setebo spoke of another passage. "Then let us find where that other doorway leads." Picking up her javelin lightly she turns and starts heading towards the water room.
Natalyah stops dead in her tracks with a sigh. "Fine. Make it fast", she says and tries, and fails, to hide her frustration. She looks at Setebo. "Well? Go!"
So lead any unfriendlies back to the water room. OLOB and the Capt'n/Rollo flanking the passage opening with the others out of sight for support. Right folks?
Setebo walks quietly down the next passage from the water room on the same wall as the passage to the old templeish place.
As the path spirals downwards there is only one way to approach the other exits..Setebo heads off down the first and finds himself in a wide narrow cave..another exit leads from here.
Helga sings a snatch of song that whispers of the cold north, and slick ice coats the passageway behind Setebo. Casts grease just behind the barbarian and in front of the party.
Round 1, initiative 26 ac 21, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 26/28 effects: total defense
Natalyah starts to tense noteably when she hears the first steps coming towards her through the tunnel. As Setebo bursts through the tunnel Natalyah moves in between the ghouls and the party with three confident strides. The ranger looks poised to defend herself against the first onslaught then retaliate in kind.
Move action to stand between the group and the ghouls (although not engaging, stopping some 10 ft or so, to make them come to me) Total defense as a standard action
The first ghoul to enter the cavern slips and falls on the ice at Natalyah's feet.Unfortunately her defensive stance prevents her from taking advantage of this fact for now.
Caithen steps forward, his Greatsword descending with inexorable force and the ghouls head is split in two
Round one?
Dm, does Setebo have 1)A chargeable target this side of the ice? 2)a flanked melee target this side of the ice? 3) Any melee target this side of the ice? 4) A ranged target that would not gain soft cover from allies?
.
If so please execute the first available action. If nothing in 1-4 applies Setebo will delay until just after the 3 remaining ghouls.
.
If melee is possible attack, saber 2-hands: 1d20 + 7 ⇒ (2) + 7 = 9. Swish!
If ranged, attack javelin: 1d20 + 5 ⇒ (5) + 5 = 10 Plink!
Well that was an effective round.
Round 2, initiative 26 ac 17, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 26/28 effects: grave disappointment
Natalyah switches her stance the moment the ghoul leaps out in front of her. Unfortunately the ranger did not expect the ghoul to slip and fall. Her twin blades flashes in the light of Helga's conjoured orbs in wide arcs, hitting nothing but air.
Setebo..As caithen and Natalyah occupy the front rank and there is nowhere to go beyond them but the ice you launch an ieffectual javelin at the next batch of charging ghouls.
Atzi hanging out in the rear of the group drops her Javelin as she sees the onrushing abominations. Just as her Javelin hits the floor Atzi brings her hands together in a loud slap, as she pulls them apart sparks and flames leap from her hands as she summons forth the cleansing flames of the earth mother...
With the flame dancing across her hands Atzi glares at the oncoming ghouls and decides to target the closest on in their ranks, hoping to damage it before it reached Natlayah and Caithan. "Amisi, help me kill them before they reach us!" As she tossed a ball of fire at the frontrunner she growled low and menacingly as she prepared herself for the worst. "Burn Abominations..."
Atzi's ball of flame strike one Ghoul on its shoulder but it manages to keep it's feet along with one of it's companions.The third slips and falls to the ground.
Round 2, initiative 26 ac 17, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 26/28 effects:
Natalyah ducks underneath the ghoul's claw. Midway through the motion she converts her evasion into a attack, brining her dagger down on the creature's femur. As she rises back into her defensive stance she brings her sword back in a powerful arc, slashing at her enemy's throat.
Round 2, initiative 26 ac 17, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 26/28 effects:
Natalyah ducks underneath the ghoul's claw. Midway through the motion she converts her evasion into a attack, brining her dagger down on the creature's femur. As she rises back into her defensive stance she brings her sword back in a powerful arc, slashing at her enemy's throat.
Round 2
Setebo waits anxiously. His weapon held ready in case one of the dead men breaches the line or a separate attack comes from an unexpected quarter.
Delay until meele target presents or to the end of the round. If a target presents. Attack saber, song, 2 hands: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18. Damage, song, whetstone: 1d8 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10.
Caithen cuts down the standing ghoul and cleaves into the prone one ending the unnatural existence off both. The brief flurry of violence ends almost as soon as it had begun.
On another note my vacation is drawing near so my posting in the near future will be limited to non existing. I should be able to post at a reasonable rate until the 2nd-3rd of august, after which i will be travelling to spain and won't be back until the 15th of august. So please DMPC Natalyah as needed and i hope it won't cause to much of a problem.
On another note my vacation is drawing near so my posting in the near future will be limited to non existing. I should be able to post at a reasonable rate until the 2nd-3rd of august, after which i will be travelling to spain and won't be back until the 15th of august. So please DMPC Natalyah as needed and i hope it won't cause to much of a problem.
Aw, man! And Setebo was just getting Natalyah to warm up to him. She might have even told him her name. In a week or so :7).
Is it juswt me or is this the perfect time to hit us with an encounter?
Lady of blades is alone at least a full move from the group. Setebo and Helga are or hearly are out of sight checking the new campsite and the rest of the pc/npc group is spreading out.
We could stand to divy up the useful loot. I have a strange feeling that we have not seen the worst that this island can throw at us so we should be ready.
The following stuff really needs a home.
*7 potions of Cure light. We should all have one for emergencies.
*1 Potion of Cure Moderate. Should be carried by the best healer or left in camp as cure lights will keep us up for now.
*4 Potions of Lesser Restoration. Jask can help long term but these will help us get a diseased/poisioned castaway back to camp. Maybe save 2 for emergencies in camp?
*Potion of Remove Disease. Not sure if this needs to leave the camp.
*Potion of Water Breathing & Potion of Water Walking. There is no reason for these to be in camp. Someone should be carrying these.
*Scroll of Raise Dead. Can anyone other than Jask actually use this? Safer in camp I think. We can lug your corpse if needed.
*3 Sunrods. It's not a party on a deserted island without glowsticks! Folks w/o darkvision should have one just in case.
*One flask of Alchimest's Fire. A ranged attacker needs to carry this. Imagine meeting the cannibal chief/tess on a path. Now imagine her/him on fire. Which image is more appealing? As far as I am concerned splash damage is not a threat so fire away!
*12 Flasks of oil.TWELVE! Can you imagine how much fun we could have with this much oil. Ok, now stop and get your minds out of the gutter. We have four characters with access to the spark cantrip. Even if the bards did not select it Amisi can scribe scrolls. These should be shared out.
*3 Masterwork arrows. We have at least two bow users. Save them for important shots, granted but better with us than back in camp.
*Masterwork dagger. Ok not the greatest as weapons go but someone must need a good backup weapon.
Setebo is drooling over the Masterwork greataxe and the breastplate and will be asking to swipe them if there is the likelyhood of a dungeon/pitched battle.
I added DM wellard as someone who can edit it as well, but anyone with the link should be able to view it. For some reason we got set to where anyone who views it can modify it >.<; so I changed it back only because of bad things happening in the last pbp I was in and I left it set up where anyone could edit. Then we had a very angry guy get kicked and he edited it with the delete key ;-; it sucked.
thanks for all the help Setebo, your a god send xD
Atzi and Wellard. Very welcome, though Atzi and the lost player did most of the work.. It is fun working on something like this and I am glad to make the GM's life easier. Gm engagement is far more important than player engagement in a good campaign.
GM Gear questions
1. Are the 25 rations fron Setebo and Inkathru included in the daily food total?
2. Can the backpack from the spider lair be mended and would it be useful to do so? Do we need another back to move gear?
3. The sheets of parchment 'covered in survey data' found in the spider lair. Anything interesting/legible?
4. Value of the locket with the half-elf picture?
5. Can any of us use the scroll of raise dead? Can Jask?
ALL!! CLAIM GEAR!! OTHERWISE SETEBO WILL SELL IT TO OTHER PARTIES PLAYING IN THIS AP AND USE THE FUNDS TO SET UP HIS "WELCOME TO THE SHIV" DUDE RANCH AND TIKI BAR!
Potion of cure moderate. One of the Bards? Or Jask? Healers get the best healing potions cause they can bring the rest of us around so long as they are up. I am recording this as Jask unless I hear otherwise.
Cure disease and Lesser restoration. In camp/Jask for now.
Water breathing. Setebo is the best swimmer in the group. I think he could make the best use of this. For example if one of you went into the drink a water breathing Setebo would be your best chance at rescue. Recording it with Setebo unless there are issues.
Water walking. A poor swimmer should carry this. I nominate the Captain as that armor will send him straight to the bottom.
Sunrods. I have darkvision so I am good you nightblind folks work this out amongst yourselves. If you want my opinion I would give one each to Cutlass, Atzi, and the Captain. Atzi, imagine Quetza with a glowing sunrod round her neck flying ahead of us in the darkness....
Alchemists fire. Helga has the best ranged to-hit of the non melee types. I think this goes to her.
Oil. One each? That leaves 5 more. A second flask for Helga, Cutless, Amisi, Setebo and Atzi gives us quite an alpha strike if we need to set something on fire. To cuote the gm Imagine 12 flasks of oil with an alchemists fire in one mighty conflagration.Atzi can Quetza make bombing runs? Amisi can you carry two oil flasks? I play wizards and I know they have encumbrance issues.
The three masterwork arrows. To Helga or Natalyah? Natalyah is a touch better with the bow but she is also more likely to be fighting hand to hand.
Masterwork dagger. It was a dagger that killed the plant-woman. Does anyone need a piercing/slashing to cut through DR? In fact could everyone who considers melee an option do a quick check to make sure you are carrying weapons of the three damage types? DR is nasty, the plant-woman took a solid longspear hit and kept coming.
Sorry to bug folks about this but we appear to be moving into more dangerous territory.
Setebo I think only three of us check this thread regularly so I'll mention loot division in the game thread.
1. Are the 25 rations fron Setebo and Inkathru included in the daily food total? Yes
2. Can the backpack from the spider lair be mended and would it be useful to do so? Do we need another back to move gear? No its beyond repair
3. The sheets of parchment 'covered in survey data' found in the spider lair. Anything interesting/legible? Nothing that makes sense without walking the entire island
4. Value of the locket with the half-elf picture? It should be returned to the lady in question..Jask knows her most likely whereabouts
5. Can any of us use the scroll of raise dead? Can Jask?Jask can use it but its 3 levels above his abilities so it might fail
I'm perfectly fine with the division as proposed though I'd like to note that even with the armor Caithan's not a terrible swimmer.
Cool and thanks for the word on Caithan swimming ability. It is good know that there are at least two folks who can function in water if we need them to.
Potion of cure moderate. One of the Bards? Or Jask? Healers get the best healing potions cause they can bring the rest of us around so long as they are up. I am recording this as Jask unless I hear otherwise.
I would place it with Atzi or Amisi since we are not frontliners and if the fighters go down who better to move in and give first aid. ;D
Cure disease and Lesser restoration. In camp/Jask for now.
+1 to that vote. =)
Water breathing. Setebo is the best swimmer in the group. I think he could make the best use of this. For example if one of you went into the drink a water breathing Setebo would be your best chance at rescue. Recording it with Setebo unless there are issues.
Totally agree with you on this.
Sunrods. I have darkvision so I am good you nightblind folks work this out amongst yourselves. If you want my opinion I would give one each to Cutlass, Atzi, and the Captain. Atzi, imagine Quetza with a glowing sunrod round her neck flying ahead of us in the darkness....
This is true, that would be neat but I will have to ask Wellard how far I can go with the Animal companion tricks before it becomes power gaming on my part. I've played with quite a few people wh consider any extra companions at teh beginning to be a free 'combat buddy' even though that part of the class itself. Nonetheless I have been trying to avoid making people angry.
Hence why when Quetza was attacking Atzi held off. My way of being able to utilize both options of my class without annoying people. Now i'm not saying anyone in this PBP said anything negative, just in my other PBP people freaked out over it. :P
Alchemists fire. Helga has the best ranged to-hit of the non melee types. I think this goes to her.
+1 to this as well!
Oil. One each? That leaves 5 more. A second flask for Helga, Cutless, Amisi, Setebo and Atzi gives us quite an alpha strike if we need to set something on fire.
Atzi can use produced flame and if we have burning hands we can save that alchemist fire for when we truly need it. =D
Atzi can Quetza make bombing runs? That would be upto the DM, I don't mind spending a skill point when he levels up to teach him to pick up and drop things but that is a Dynamic that I have not used with Quetza ^^;
Remember link to gear spreadsheet in my alias
Setebo and Wellard get all the credit for setting up the spreadsheet, I merely provided the model and They took off with it. Awesome work guys and thanks for taking care of it lol I take care of three others just like it and a fourth would be hard for me to maintain alone. >.<; Thanks again!
Sunrods. I have darkvision so I am good you nightblind folks work this out amongst yourselves. If you want my opinion I would give one each to Cutlass, Atzi, and the Captain. Atzi, imagine Quetza with a glowing sunrod round her neck flying ahead of us in the darkness....
This is true, that would be neat but I will have to ask Wellard how far I can go with the Animal companion tricks before it becomes power gaming on my part. I've played with quite a few people who consider any extra companions at the beginning to be a free 'combat buddy' even though that part of the class itself. Nonetheless I have been trying to avoid making people angry.
Hence why when Quetza was attacking Atzi held off. My way of being able to utilize both options of my class without annoying people. Now I'm not saying anyone in this PBP said anything negative, just in my other PBP people freaked out over it. :P
Well that is just plain silly. The companion is as much a part of the druid as rage is part of a barbarian. Go to town as far as I am concerned. Atzi is a spellcasting druid at least at the moment. So she needs the oomph of a bloodletting dino bodyguard. I do mot even detect a hint of cheese here.
I have no problem with you and Quetza in combat together..heck Rangers use their ACs as flank buddies all the time..at least he isn't a tiger..now there is a broken companion.
I have no problem with you and Quetza in combat together..heck Rangers use their ACs as flank buddies all the time..at least he isn't a tiger..now there is a broken companion.
I have no problem with you and Quetza in combat together..heck Rangers use their ACs as flank buddies all the time..at least he isn't a tiger..now there is a broken companion.
The Druid in my Kingmaker game had a Tiger Companion..with greater Magic Fang cast on it the bloody cat did more damage per round than any of the combat types in the party.
This IS the internet you know ... Alegedly human Expert (IT) 5/Ninja 3/Witch 7
Yes, Ihave seen a few druids that buffed their companions like mad and then sent them in as the party tank. I agree they should be effective but perhaps not THAT effective.
Yes, Ihave seen a few druids that buffed their companions like mad and then sent them in as the party tank. I agree they should be effective but perhaps not THAT effective.
As the resident hit point sack I want to say I have NO PROBLEM with this tactic
Sounds more like the fighter types needed some love, or some work.
A good archer alone in this game could crush the tiger before it got into pounce range.
Mental note. Protection from normal missiles for Setebo/Quetza/Rollo.
May also be the case that folks were not expecting the kitty to do that well so it just looked like a player wat being outdone by a class feature. Then again from what I've seen of kingmaker a tiger (pounce, high stealth & perception) would be the perfect companion.
Do you see similiar problems on the horizion with Quetza or Rollo?
Sounds more like the fighter types needed some love, or some work.
A good archer alone in this game could crush the tiger before it got into pounce range.
Mental note. Protection from normal missiles for Setebo/Quetza/Rollo.
May also be the case that folks were not expecting the kitty to do that well so it just looked like a player wat being outdone by a class feature. Then again from what I've seen of kingmaker a tiger (pounce, high stealth & perception) would be the perfect companion.
Do you see similiar problems on the horizion with Quetza or Rollo?
Rollo will be interesting since he'll be joined in two levels by a puppy I'm going to boost with Boon Companion. Not sure how Wellard will want to handle this but we'll work soemthign out.
Screw it, I'm getting a horse, killing all of you and building a mansion so Caithan can hunt the most dangerous game...
Screw it, I'm getting a horse, killing all of you and building a mansion so Caithan can hunt the most dangerous game...
F.A.T.A.L.?
Hmmm a hunting lodge and a Tiki bar, we are bringing consumer oriented, needs based resources to an traditionally underdeveloped area. Wellard, can we get a grant?
Screw it, I'm getting a horse, killing all of you and building a mansion so Caithan can hunt the most dangerous game...
F.A.T.A.L.?
Hmmm a hunting lodge and a Tiki bar, we are bring consumer oriented, needs based resources to an traditionally underdeveloped area. Wellard, can we get a grant?
Fatal was, is and will forever be a joke, I liked the most dangerous game. Orson Wells did a nice tribute to it in an Shadow episode...at least I think it was during his run.
And as far as taste I can assure you that only real gin, local dark rum and the freshest fruits will be served at the Tiki bar.
DM. Tiger, Gneahhhh! WOW. That may be just a tad overpowered.
Let's see, A tiger at level 7 would hit at about a +11 For Claws with +9 for bite assuming multi attack. Average damage of about 32-33 assuming all attacks hit. That's not bad if we take in power attack we can get even better.
So let's take our friend Setebo here.
At 7th, while raging, oh and let's say he also got greater magic fang cast on him by our friendly neighborhood druid. And we'll say he got a bite attack too. His claws will hit at a +12 Bite at +7 because we don't assume multiattack. Average damage will be at about 27 ish. So the tiger edges out a touch due to being bigger. Also I don't knwo everythign Setebo is going to have so he might be doing even more.
If we take an equivalent level Zen Archer Monk with a +1 Mighty(3) Longbow which he can have easily at that level he'll be pumping out 4 attacks at about +10 for the first 3 and +5 for the last one with a Ki Point spent. You can add or subtract depending on distance. Each of these shots will be hitting for around 1d8+6 themselves. So you're running into an average damage from all attacks of about 38. I'm not taking into account Deadly Aim or any feats that they don't get automatically. If you add Many shot and Point Blank shot and get me to about 30ft you can add another 15 damage on that total for 53 damage. And of course since we're already throwing spell effects about let's say the party's awesome cast Haste on me letting me slap people about with an extra +1 attack bonus and with another 10 damage. But, you can argue he's not a proper fighter type.
So, let's look at the boring equivalent level fighter with a +1 Greatsword (yawn). He's just level 7. We'll have to give him feats of course since that's what fighters do. So let's get an average list. And let's sut assume he has an 18 strength, that's fine right? Pretty average for a fighter wanting to smack things about. We'll make him human. So let's grab our class features.
1 Weapon focus
1 Power Attack
1 Iron Will
2 Furious Focus
3
4 Weapon specialization
5
6 Vital Strike
7
Forget it I don't need anymore feats. So I'm swinging this sword at a +14 on my first attack for about 23 damage on one attack. Add me a second attack and I'm hitting for 46. If I'm not full attacking I'm Vital striking so it's more like 30 damage. So my boring two handed fighter is chopping people in half with one attack. This is a pretty basic boring fighter with no fun stuff like overruning, assault feats, sundering etc. No archetypes and beyond furious focus to boost my first attack up it's completely core. If you just gave him a simple buff, let's say for the sake of argument Bull's Strength he'll outright surpass the tiger.
I think the thign to remember here is that animal companions evolve at bursts rather then a steady climb like player characters. Also a Tiger's pretty simplistic compared to a character like Caithan, Setebo, or even mine or Poor Wandeirng One's paladins. A tiger will never cast spells, or break out a bow to shoot at flying enemies, nor will it ever negotiate with ornery inquisitors or attempt to arrest quasit's for conspiring to cause a riot (actually happened). Rollo mainly carries my crap, gets belly rubs and sniffs thins out. Occasionally he trips people so Caithan can hack them to bits. The tiger is almost entirely reliant on his druid master to accomplish anythign more than being a moderate to minor distraction. He needs to be buffed and kitted out to come close to what a fighter type can really do.
So, yeah, if its outdamaging your groups fighter types they're either doing somethign wrong, or are simply focused more on other aspects of their respective classes.
Let's see, A tiger at level 7 would hit at about a +11 For Claws with +9 for bite assuming multi attack. Average damage of about 32-33 assuming all attacks hit. That's not bad if we take in power attack we can get even better.
So let's take our friend Setebo here.
At 7th, while raging, oh and let's say he also got greater magic fang cast on him by our friendly neighborhood druid. And we'll say he got a bite attack too. His claws will hit at a +12 Bite at +7 because we don't assume multiattack. Average damage will be at about 27 ish. So the tiger edges out a touch due to being bigger. Also I don't knwo everythign Setebo is going to have so he might be doing even more.
Actually the multiattack does not matter so long as one is only using natural attacks. So the claw-claw-bite will all be at +12 and there may be the odd trick or two up his hairy sleeve.
But a very good breakdown. It will be very interesting to see how our little band developes.
The attack sequence would be..pounce claw-claw-bite-rake(if he makes a grab against a medium or smaller creature) for 3d6+d8+28(he gets a +1 for the greater Magic fang on all damage) so an average of 42 a round if everything hits.
My fighters are
1) Dwarf Urgosh specialist..
2)Aldori Swordlord..
Sorry my 4 month old son went in for his immuni shots and hes having a really REALLY rough time. =/ Posting shortly!
Poor little dude. I was tough to give shots too until about age 6 then I became facinated by the idea that there was more 'me' under the skin. I was a strange little kid.
So pretty sure we have seen off the plant people. Shall we start thinking about what is next?
Do we want to move the camp to plant-woman ridge or is spider-holme a better place for right now?
I am also wondering where exactly we are now? Is there a map of the island?
Amisi, assuming we live through this would you mind using mending on a few of the captured sabers? They will make good backup weapons and excellent machetes. Might even be worth something once we reach civilization.
Cutlass I will be sorry to see you go. Two bards a druid and a wizard looked like an interesting spell dynamic. I was looking forward to seeing how you and Helga diverged. Also you get a monkey next level right? You can't leave before you get a monkey! Just picture it....your monkey, riding Quetza, raining alchemical death on your enemies.
Do we need to have a discussion of tactics? Either here in character or in the OOC thread. Amisi missed zombification by the grace of Wellard. As did I. If the plant had not attacked with its tendrils but instead used a pollen spray ......
I don't know about the tactics. I'm not a good tactician, and i don't know what the plant was capable of doing. Natalyah's outburst have nothing to do with me being frustrated. It's just Natalyah being Natalyah :)